Hi Jeff,
> I'm having some weird artifacts while trying to fillet my strat.
It's probably related to trying to make a large radius fillet go around bends that are tighter than that radius value, that kind of a thing can cause problems like bunching in the fillets. MoI can handle that in some cases but it causes difficulties for the fillet engine.
Check out these previous threads where that was discussed some in relation specifically to guitar models:
http://moi3d.com/forum/index.php?webtag=MOI&msg=2145.1
You may need to use some other surfacing methods to construct some of the larger rounded areas of your model rather than filleting.
> Also, I was wondering why the sketchup push/pull direction inferencing
> wasn't implemented. I felt it was a great feature of SU.
Well, when you use the extrude command on a planar curve, MoI will automatically track along the perpendicular direction from that planar curve.
Check out this previous thread for a video that shows how to do some similar things as SketchUp while drawing in MoI:
http://moi3d.com/forum/index.php?webtag=MOI&msg=2215.1
As far as editing an existing face of an object by push/pulling it, that's kind of a different problem and it tends to be more difficult to implement that style of model editing in a NURBS modeling system than in a polygon modeling system. It is something that I want to work on in the future though.
> It seem like a number of other programs are now implementing
> this now.
Yeah for editing there is a new class of solid modeling programs called "direct modelers" that implement this type of stuff for editing.
Keep in mind that it's a pretty complex area to implement though, those companies have had teams of developers working on making that stuff work for quite a while now.
- Michael