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 From:  Rudy
412.121 In reply to 412.107 
A message for Petr,
regarding the distance between two points you posted here http://kyticka.webzdarma.cz/3d/moi/



" This script allow evaluating the distance between two points.

Unzip the file CustomDistance.zip into the \commands folder.

Go to your moi.ini and add a keyboard shortcut, for example:

[Shortcut Keys]
Alt+D=CustomDistance

Now pushing Alt+D will launch the CustomDistance command."




since I am not a computer guy, where is the commands folder?
Or anyone else?
\Sorry to bother with these stupid questions....
Rudy
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 From:  Michael Gibson
412.122 In reply to 412.121 
Hi Rudy - the commands folder is located on your computer at:
C:\Program Files\MoI beta Mar-29-2007\commands

To add the keyboard shortcut, you will need to open the moi.ini file in notepad. To do this, first make sure that MoI is closed, then go to Start / Run and type in "notepad".

From Notepad, do File/Open and open this file:
C:\Documents and Settings\Michael\Application Data\Moi\moi.ini

This file is where MoI saves all of your options settings, it also lists all the keyboard shortcuts. Right now to activate a custom command you have to set up a keyboard shortcut. Make sure you close MoI before editing this file.

Scroll down until you find the section [Shortcut Keys], and add a line directly underneath it:

[Shortcut Keys]
Alt+D=CustomDistance

Then save the file. Now the next time when you run MoI, you can use Alt + D to activate Petr's "CustomDistance" command.

Let me know if you get stuck on any of these steps.

I am planning on making an easier way to run custom commands, I just haven't got to it yet...

- Michael
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 From:  Rudy
412.123 In reply to 412.122 
Thank you Michael
as usual.
Rudy
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 From:  Rudy
412.124 In reply to 412.122 
Dear Michael,
I got it. Nice tooling for my purposes.
Thank you and also Petr.

Have a nice weekend all

Rudy
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 From:  jnge100
412.125 In reply to 412.124 
Dear Michael,

As an hobbyist with very limited budget, I learned that the 3d navigation device Space Navigator Personal Edition from 3dconexxion is availbale for only Euro 51 (all other 3dconexxion device are much more expensive). So I did myself a favor and bought one.
Could you please add support for the 3d navigation devices in V1?

Support for 3dconexxion (alle device use the same driver) and a proper manual in V1 and price not above $200: if so I'm willing to preorder :)

Regards

Hans
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 From:  Michael Gibson
412.126 In reply to 412.125 
Hi Hans, I do plan on working on 3dconexxion support, it will probably be one of the last things that I work on for V1.

> Support for 3dconexxion (alle device use the same driver) and a proper
> manual in V1 and price not above $200: if so I'm willing to preorder :)

Well, I think I'll have you covered. Price will be right around $200, and I will be working on a manual next month. But I'm not ready to take preorders yet... :)

- Michael
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 From:  jnge100
412.127 In reply to 412.126 
Thanks Michael,

Thanks for implementing support for the connexion devices in V1. And indeed, you have me covered. Whenever you are ready for ordering, I will be happy to be one of your customers.

Best Regards.

Hans
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 From:  Frenchy Pilou (PILOU)
412.128 

Complaints by Steph
Seems for the Import OBJ that Moi gives Normal's facetts of "Open surface" transformed in Poly in impredictable result !
So does it possible to see the normals of Poly Surfaces (by color (?) and possibility to click on them for inverse it before export?

You can say take an another Poly prog for make that,
but seems that Moi Smooth Phong is very "complex"
and the other poly progs have many difficulties for manage this problem !

A new challenge ? :)
PS Or use an algorithm for make "Open surface" artificially like "Closed surface" for have Normal to the external?

---
Pilou
Is beautiful that please without concept!
My Gallery

EDITED: 24 Apr 2007 by PILOU

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 From:  Frenchy Pilou (PILOU)
412.129 
Always by Steph
All was made by Moi (Symetry too)
problem on the left
After Symetry problem is inversed!!!
Open surfaces (transformed in poly) seems have a problem in Moi ?
It's some annoying for the export to the real time system :(

---
Pilou
Is beautiful that please without concept!
My Gallery

EDITED: 24 Apr 2007 by PILOU

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 From:  Michael Gibson
412.130 In reply to 412.128 
> You can say take an another Poly prog for make that,
> but seems that Moi Smooth Phong is very "complex"
> and the other poly progs have many difficulties for manage this problem !

Hi Pilou - I think that what you are talking about here is that MoI exports nice smoothing information in a form called "vertex normals". These normals are very accurate since they come from the original NURBS surface.

It sounds like in Steph's polygon program (Cinema4D??) , flipping the direction of a mesh causes it to throw away existing vertex normals and calculate new ones - this is bad because the normals calculated "from scratch" in a polygon modeler come from just averaging adjacent polygon faces. This is not as accurate as the original normals and can cause shading defects.

Has Steph reported this problem to the makers of his polygon program? The authors of that program should improve the way they flip objects - instead of discarding the good normals they should just flip those normals to the other direction.

It is not really a difficult problem to solve at all, it is actually a very simple procedure, each normal should just get multiplied by -1.0.

- Michael
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 From:  Michael Gibson
412.131 In reply to 412.129 
Hi Pilou,

> All was made by Moi (Symetry too)
> problem on the left
> After Symetry problem is inversed!!!

I'm not sure that I completely understand, but one thing to try is to make sure to use Edit/Join to join surfaces that are next to each other so that they become one object that has a shared edge.

MoI should create polygons with a consistent direction on them when there are shared edges.

I'm not sure from just looking the image (instead of seeing a .3dm file), but it looks like the smaller object there has different orientations along each of its 3 surfaces - this is possible if they are surfaces that are just positioned next to each other instead of joined.

If there is an object that is all joined together but is generating meshes with inconsistent normals between different pieces of the same object, then that would be a bug. If this is the problem it would help to have an example model so I could fix the bug.


> Open surfaces (transformed in poly) seems have a problem in Moi ?

Well, open surfaces should work without a problem, but there is not an automatic "outside" direction that can be calculated for an open surface, unlike a closed surface.

- Michael
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 From:  Michael Gibson
412.132 In reply to 412.131 
Previously I wrote:

> Well, open surfaces should work without a problem, but there is not an
> automatic "outside" direction that can be calculated for an open surface,
> unlike a closed surface.

However, I should be able to do something automatic for surfaces of revolution, even if they are open.

Since they have a central axis I should be able to point the normals to the outside of that.

So that's one thing that should be not too hard for me to fix up.

- Michael
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 From:  Frenchy Pilou (PILOU)
412.133 
thx for the answer :)
Waiting the 3dm from Steph for fix the situation :)

another complaint :)
Seems Moi export to OBJ all objects even "hidden" objects !
Is that normal?
---
Pilou
Is beautiful that please without concept!
My Gallery
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 From:  Michael Gibson
412.134 In reply to 412.133 
> another complaint :)
> Seems Moi export to OBJ all objects even "hidden" objects !
> Is that normal?

Sounds like a bug in MoI, it should be easy to fix this one up.

One other thing Steph may be interested in - the next beta will also have an improvement to Hide, so that when you show hidden objects you will be able to select which ones you want to show instead of just everything being shown. That should help out a bit for more complex scenes.

- Michael
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 From:  Frenchy Pilou (PILOU)
412.135 In reply to 412.131 

Here the 3dm about the open Surface!
Bonne chance!

---
Pilou
Is beautiful that please without concept!
My Gallery
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 From:  Michael Gibson
412.136 In reply to 412.135 
I see that those pieces that have different orientations were not actually touching each other, so join would not help out there.

However, everything here is a surface of revolution so I should be able to get all these pieces oriented as you would expect.

Thanks for the file!

- Michael
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 From:  Frenchy Pilou (PILOU)
412.137 In reply to 412.136 

Good news :)

Last complaint of the day (night) :)
Is it possible to have an export obj extra "low poly" (a circle ---> quasi a square)
towards the limit! Push the cursor to the fewer polygone

See this little movie
Objects are Moi at different resolution
http://stephlx.free.fr/HyperionProjet/lowPolyReduc.mov

---
Pilou
Is beautiful that please without concept!
My Gallery
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 From:  Michael Gibson
412.138 In reply to 412.137 
> Is it possible to have an export obj extra "low poly" (a circle ---> quasi a square)
> towards the limit! Push the cursor to the fewer polygone

I should be able to figure out some way to add this in as an option.

I guess what I can do for this is to add an "Angle" box to the advanced settings part of the mesh dialog.

The slider currently is used to set the angle, but it is limited to a range between 35 degrees (for fewest polygons) to 3 degrees (for the highest number of polygons). If you could enter in a particular value directly then you could get something coarser, he probably wants something more like 90 degrees in this case.

Of course you will get really bad looking models when doing this...

- Michael
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 From:  Frenchy Pilou (PILOU)
412.139 In reply to 412.138 

Thx for the efforts ! (fewer Polygons)
>Of course you will get really bad looking models when doing this...
Yes but it's for animation near/ far away :)

For the "normals" I will try to explain the Steph problem :)
C4D knows to remake the good "normals" : its the "Backface Culling" function during the rendering
It was disable for show you the the aspect of normals after the "poly transform" in Moi

Why it's a problem? In real time "Backface Culling" makes to lost performance (speed) and create annoying other probs :(

Normals can be also be remove in the good way in C4D before the rendering in but in this case
informations of the "Normal Smoothing" based on the Nurbs objects is lost :(
And that is a pity because the "Moi Normal smooth" quality are very good for simulate the perfect forms of nurbs objects even on Low Poly Object!

It's why if "good Normal orientation" can be made in Moi that will be the paradise :)

---
Pilou
Is beautiful that please without concept!
My Gallery

EDITED: 24 Apr 2007 by PILOU

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 From:  Michael Gibson
412.140 In reply to 412.139 
Hi Pilou,

> Normals can be also remove in the good way before the rendering in C4D
> but in this case informations of the "Normal Smoothing" based on the Nurbs
> objects is lost :(

But why are the normals lost in C4D upon the flip?

This sounds to me like a bug in C4D - it should not lose the "good vertex normals" when you do a flip, it should just reverse those accurate normals and keep them around instead of throwing them away.

- Michael
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