V3 beta Aug-24-2011 available now
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 From:  Luis (LFUNG)
4438.96 In reply to 4438.95 
Hi,

i know this is probably more of a mathematical problem than not, but it would be awesome if you there was a way to have "on-curve" anchored snap points such that any other curve that attaches to it must pass through that point no matter what adjustments are made made afterwards (kinda like linking points on curves).

Usually if I draw a curve through points and leave it alone it works wonderfully, but any time control points are adjusted on that curve there is a likely chance that it no longer touches upon the original set of points and/or snaps used to create it.

Obviously this may affect surrounding control points to account for the "must pass-through point" requirement, but this would ensure they always touch or intersect at the desired location.

Do you think there's is such a possibility? or is there a way to do this currently?

Thanks,

Luis
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 From:  ed17 (ED17ES)
4438.97 
What about an "align to curve" command, that can give a lot more flexibility!
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 From:  Michael Gibson
4438.98 In reply to 4438.96 
Hi Luis,

> Do you think there's is such a possibility? or is there a
> way to do this currently?

There is no way to do that currently, but in the future I do want to make it possible to edit the original "through points" when you turn on edit points for a curve that was constructed by that method.

I'm kind of waiting to get an extended object properties dialog together before having that, I can then put an option on that dialog that will let you control some aspects of what points are actually shown when you show edit points (either the actual curve control points, or the actual input points), and also modify some things like how many points are used for circles.

- Michael
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 From:  Jim (JIMBO991)
4438.99 
Relatively new to MoI but find it very nice to use and powerful.

I've been flowing objects onto curved surfaces and then using diff to subtract but this does not always work correctly in V3. V3 often removes unintended bits of the base object and can leave a very weird looking result.

To get around this I've been importing the model into V2 and then the diff works as expected.

Cheers - Jim
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 From:  Michael Gibson
4438.100 In reply to 4438.99 
Hi Jim, do you have some example files with the problematic booleans that you could post here or e-mail to me at moi@moi3d.com so I could check them out?

One thing that can help is to avoid making a flow where the deformed result just barely skims right along some overlapping surface area on the target object, make the cutting object sunken down a little bit into the base plane so that it pushes some distance through the other object rather than just barely skimming it.

- Michael
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 From:  Jim (JIMBO991)
4438.101 In reply to 4438.100 
Hi Michael, I've tried with my latest model and that works fine in V3 and have also tried to go back to what I thought I did but haven't managed to get it to fail again.

Come to think of it the subtracted objects would have been very close to at least one surface so I expect your comment could explain what went wrong.

In future I'll keep the files for you.

Cheers - Jim
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