Podcast interview about MoI and programming
 1-6  7-26  27-40

Previous
Next
 From:  Michael Gibson
5543.7 In reply to 5543.6 
Hi Pilou,

> No Videos ?

Nope, it's a podcast, and meant to be listened to during a morning work commute. Watching videos while driving is not so good... ;)

- Michael
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  ed17 (ED17ES)
5543.8 
cool!
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  Michael Gibson
5543.9 In reply to 5543.4 
Hi DesuDeus,

> Is there a picture of you somewhere (with your rabbit ?)

Here you go:






  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  Frenchy Pilou (PILOU)
5543.10 
Funny following the white rabbit ! :)

Llamas will be jealous!
CTRL + SHIFT + Click on the Options Icon ;)

EDITED: 12 Nov 2012 by PILOU

  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  BurrMan
5543.11 In reply to 5543.9 
lol.... You'll have to put an old computer on the floor in her area, so you can test MoI on a computer "Full of hair (hare)" for load handeling.... :o I like pic 1!
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  Michael Gibson
5543.12 In reply to 5543.11 
You would not believe how much hair comes off of her when she's shedding. One time we pulled off such an enormous pile of it all at once that later on when the neighbors happened to see it they thought a dog must have ripped her into shreds at that spot!

- Michael
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  BurrMan
5543.13 In reply to 5543.12 
Start a hairball... You could be famous!!!
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  Marc (TELLIER)
5543.14 In reply to 5543.13 
Nice interview!

As a bassist, I approve of the cool slides in the intro.

Marc
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  SurlyBird
5543.15 
That was a really good interview. Very comprehensive -- technical but not too over my head. Glad you had the chance to articulate what makes MoI so unique and special, Michael! Congratulations!
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  DannyT (DANTAS)
5543.16 In reply to 5543.1 
Enjoyed the interview very much Michael, picked up some things I didn't know about the MoI journey as well.

I did notice Scott is well in tune with the latest Internet 3d 'trends' and asked the relevant questions, times have changed, we have 3d modelling pushed to the general public these days and told how easy it is and how easy it is to get a part out of plastic, ceramics or even metals from that 3d model, but they're not really told about the learning curve involved, not only in using the software also the visualisation in working in 3d space for a non technical person and the geometry requirements for 3d printing, then receiving the plastic printed model expecting the finish and integrity of an injection moulded part and being disappointed, it's funny how the finish and integrity of 3d printed parts isn't really described and explained on consumer 3d printing sites, I guess if you said 'The surface finish is crappy and it could break' you wouldn't get many orders.
It's amazing how 3d printing just five years ago was just for prototyping in the manufacturing world and how it's been around for decades along with CAD applications that supported the data for it and now it's made out to be new technology to the general public, that's marketing for you.

Sorry for the rant Michael, it was a cool interview and it was good to hear a voice behind MoI :)

Cheers
~Danny~
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  Michael Gibson
5543.17 In reply to 5543.16 
Hi Danny, well I definitely agree with you - it is definitely easy for 3d printing to get over hyped.

I guess it's like a lot of things in that it's difficult to convey all the problems and tricky areas in some kind of informative news article.


> not only in using the software also the visualisation in working in 3d space for a non
> technical person and the geometry requirements for 3d printing

Yup, the learning curve involved with just getting comfortable with 3d spatial relationships is easily underestimated.

One thing that can help with that is by being able to get a lot of stuff done by working in 2D instead, which is an area that NURBS modeling techniques are good at utilizing as compared to say polygon sub-d modeling where you have to work with a big bunch of 3D points all the time.

But yeah there's still a learning curve involved. I mean there's a huge learning curve involved in learning how to draw well with a pen or pencil, and those are supremely "easy to use" - just pick it up and drag it on paper.

There's sort of a wave of efforts at making 3D modeling easier to use by focusing primarily on just assembling predefined kits of object pieces, and then trying to provide a wide variety of those kits. The new release of Autodesk 123D is kind of like that, and Tinkercad too. But this approach tends to limit what you can do a lot. A lot of times there is a balance like that, the more that what you can do is limited and heavily guided it makes things easier to do but also you get less freedom with what you are able to do as well.

- Michael
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  PaQ
5543.18 
Yeah so we say Mo - i ... glad to finaly ear the pronunciation :)

Nice interview too !

I hope that hard surface modeler guy in the game industy will one day understand the power of your wonderfull software.
I hardly try to understand why they dont make the jump, but it seems that something scares them, I cant explain.

In the other hand they are amazed by zbrush hard surfacing tools ... go figure :(
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  Michael Gibson
5543.19 In reply to 5543.18 
Hi PaQ,

> I hardly try to understand why they dont make the jump, but it seems
> that something scares them, I cant explain.

Probably just that some people are more resistant to change or to trying things outside their current zone of experience... And that can be understandable, I mean it is a pretty different style of modeling that does need new skills to be developed.

Also NURBS kind of has a "bad reputation" in CGI circles just in general because of several reasons - a long time ago it used to be the standard method for doing any kind of smooth surfaces at all, including faces and characters but sub-d modeling has replaced it for those kinds of tasks, and when that happened a lot of people in that particular industry seemed to take that to mean that "NURBS are obsolete" when in other industries like stuff involving manufacturing they were never obsolete. Also the NURBS toolsets in many of the long existing animation packages like 3DS Max, Softimage, etc... are very old and don't really give a very good example the strong points of NURBS, so that helps to perpetuate that obsolete idea.

It can be amazing for me to see the amount of struggling people will go through trying to model something with circular holes in it using sub-d modeling... I think I remember one thread over on the Modo forum where you told someone that the thing they were struggling with would only take 20 seconds to do in MoI and they didn't seem to totally believe you and asked you to post a video and I think it was literally 20 seconds in your video, not "time lapse" or sped up like those zbrush demo videos always are...

- Michael
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  Frenchy Pilou (PILOU)
5543.20 In reply to 5543.19 
And I remember my funny challenge against PaQ with Moi / Sketchup!
I lost by 20 Second difference! :) (but not use plugin :)
22 / 44

That was here!
http://moi3d.com/forum/index.php?webtag=MOI&msg=1978.1 message 73 for the PAQ video

EDITED: 16 Nov 2012 by PILOU

  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  BurrMan
5543.21 In reply to 5543.20 
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  Frenchy Pilou (PILOU)
5543.22 In reply to 5543.21 
thx I had refound in the interval :)
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  TpwUK
5543.23 In reply to 5543.19 
Hi Michael, you raise some interesting points here...

**Probably just that some people are more resistant to change or to trying things outside their current zone of experience... And that can be understandable, I mean it is a pretty different style of modeling that does need new skills to be developed**

But strange how 3D packages try to mimic the process with spline cages - But yes the fear of loosing business because you don't use specific tools is a real downer, as a lowly garden designer, first starting out I was frequently told I needed to use AutoCAD to remain within the industry standard. This is not the standard for my business just the standard used by architects. Back in those days DXF was the norm and DWG was struggling to get a foothold, showing exactly what you were saying .... An industry that is slow to adapt, they would rather stick with what they know works, and don't like to gamble on new technologies or methodologies until they are truly tested and main-stream, and even then, if it's going to cost to retrain staff the whole balancing of the spreadsheet and having a smiling accountant comes into play.

**Also NURBS kind of has a "bad reputation" in CGI circles just in general because of several reasons - a long time ago it used to be the standard method for doing any kind of smooth surfaces at all, including faces and characters but sub-d modeling has replaced it for those kinds of tasks, and when that happened a lot of people in that particular industry seemed to take that to mean that "NURBS are obsolete" when in other industries like stuff involving manufacturing they were never obsolete. Also the NURBS toolsets in many of the long existing animation packages like 3DS Max, Softimage, etc... are very old and don't really give a very good example the strong points of NURBS, so that helps to perpetuate that obsolete idea. **

What a beautiful paragraph that is. I am not sure about this, but I have been involved with CAD packages for nearly 20 years, and about 10 of which with NURBS, and as far as I am aware of, Spiderman is still the only character that was NURBS modelled in Rhino. The sad thing is, there are very few real "Sub-Divisional surface modellers" out there. The vast majority of the Sub-D work being actually left by tools like Modo and 3DSMax etc. One of the problems here is that when NURBS are translated to polygons, most people, myself included at times, will try and keep the resultant file small, this in return means a poly model that is not well defined and needs the assistance of Sub-D to look good. That's where the next problem arises, some parts will need more division than others, and then it makes for extra work by the rendering team. MoI mesh export is good and is very close to a "natural" hand crafted mesh, but those early exports by packages of old had done the damage and created tight edges and loops which were a nightmare to work through. N-Gons have helped a lot in these cases, but again, they are not well supported by many rendering packages. Those same rendering packages that have such primitive NURBS support and tool-sets that they are laughable. In reality NURBS is still progressing - MoI for example still has many features in the pipeline for being implemented, those polygon modelling packages don't seem to be introducing anything really new to the modelling aspect, more changes are in the render engines used and UI changes as they try to struggle more and more features into their packages to remain at the top of their tree, but the little part that does the modelling remains pretty much the same, so I guess it's the polygon modelling packages that are in reality antiquated.

** It can be amazing for me to see the amount of struggling people will go through trying to model something with circular holes in it using sub-d modeling... I think I remember one thread over on the Modo forum where you told someone that the thing they were struggling with would only take 20 seconds to do in MoI and they didn't seem to totally believe you and asked you to post a video and I think it was literally 20 seconds in your video, not "time lapse" or sped up like those zbrush demo videos always are... **

And this paragraph says why I use NURBS, as much fun as it is to rotate arcs and bezier curves and to play with end snaps etc, those free flowing curves that NURBS modelling offers is just not do able in poly line and polygon modelling packages, MoI gives the best of both worlds, speedy 2D for my design work, with 3D tools for my hobby side of things. But the transfer from 2D drafting to 3D still seems alien to me, now if MoI can fix that, I will truly have it all.

Sorry to ramble so much, but i had a sudden rush of emotions that needed to be expressed, Michael, thank you so much for producing a wonderfully efficient package with a price that's realistic too!!

Martin Spencer-Ford
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  Michael Gibson
5543.24 In reply to 5543.23 
Hi Martin, yeah in some ways that does seem to be the case that there's not a whole lot of new things (like fresh new approaches, new kinds of UI or things like that) generally happening in the area of sub-d modeling, for organic modeling it seems that brush-based sculpting methods (like ZBrush, 3D-Coat, etc...) has a lot more new stuff happening around it.

At a certain level of detail the sheer amount of points to manage with sub-d modeling seems like it gets to be kind of overwhelming and requires more and more topology experience to deal with well.

It seems like more and more often sub-d gets created at a later stage through retopology instead.

But again it depends on the particular task at hand... If the level of fine detail is not really high then there isn't as much of a problem.

- Michael

EDITED: 16 Nov 2012 by MICHAEL GIBSON

  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  BurrMan
5543.25 In reply to 5543.23 
Martin,
"""""""""But the transfer from 2D drafting to 3D still seems alien to me, now if MoI can fix that, I will truly have it all.""""""""""""""

I dont want to be insulting or overly simplistic with something you may already know, but had this input for this.

In poly modeling apps, the design is looked at more from a whole, and the model constructed as itself. For the NURBS construction, you'll want to visualize the piece in it's "underlying shapes" and stick those together. So, intersecting 2 sphere's and booling them together with a fillet at the join will produce a blobby metaball (The polymodeler would have made one object and manipulated it's center)

Envisioning those pieces "before" you model the part is the key to starting.
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  TpwUK
5543.26 In reply to 5543.25 
Hi BurrMan, not insulted at all. I can see how many objects are created, and I am learning more by following tutorials for other software like Inventor, but there are some areas that still cause me problems, but I will get eventually. It's very awkward for me to explain, I can visualise things in my head as 3D, terraced gardens, ponds and the like, but transferring them to CAD is just alien to me, I think some peoples brains are just more efficient at creating things 3 dimensionally than others, or at least that's the excuse I use :P

Martin
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged
 

Reply to All Reply to All

 

 
Show messages:  1-6  7-26  27-40