Polygonal Converter.
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 From:  Max Smirnov (SMIRNOV)
6674.201 
ImportObj 1.0a. Test build.
Added function for scale and position normalization.
Use "_ImportObj exact" command to disable this function.

EDITED: 7 Mar 2022 by SMIRNOV

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 From:  PaQ
6674.202 In reply to 6674.201 
Hi Max,

Thanks for the update, this normalization helps to successfully load many of my test models now ... wish there was a way to automatically scale the model back to his original size to avoid
model exchange issue between software.

Here are 2 models, the complete hypo and a rhino. (Hypo.obj and Rhino.obj)
Both models loads right with the new ImportObj, and I can join them as solids.
There are all quad and tris (no ngones), however Subdiv fails. Maybe the polycount is too high ?

Btw I just want to point an other surface smoothness issue. As I said previously poles are really top quality for my need, but the overall surface smoothness is still a little bit off.
SubdSmoothTest.rar

The issue is already visible in MoI viewport (especially if you lower the preview angle in the display option), but I have also export the result back in modo, with a really good mesh setting :


As I side note, I know that the mesh flow here can look very unusual. Actually the structure is very simple, is you manage to stitching surfaces with ordinary edges, you will end up with some sort of twisted cube.
If you manage to get better smoothing surface from this kind of topology, it means that 'we' could use tools like edges weight in our sds modeling package, we just had to freeze the geometry before export.

EDITED: 3 Dec 2015 by PAQ

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 From:  Max Smirnov (SMIRNOV)
6674.203 In reply to 6674.202 
Hi PaQ,
thank you for your bugreports :) It really helps me.

>>wish there was a way to automatically scale the model back to his original size to avoid model exchange issue between software
Next version of the script will use constant scale factor (10x, 100x etc.) It will be easy to restore original size of the model.

>>There are all quad and tris (no ngones), however Subdiv fails. Maybe the polycount is too high ?
There are four intersected faces in the rhino model. When moi joins them together it splits edges of this faces. Those quads has 5 or 6 edges. I'll try to solve this problem in the future versions.
>>Hypo..
I still have problems with loadMesh function. It's not stable with imported models which has bad structure.

>> Btw I just want to point an other surface smoothness issue.
Oh, it's a bug of the new loadMesh function :) Fixed. Please check the new version.

EDITED: 7 Mar 2022 by SMIRNOV

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 From:  PaQ
6674.204 In reply to 6674.203 
You are welcome Max, I'm glad if that helps you.
Indeed a constant factor will help a lot to restore the initial size.

B6.1 works perfect now too, thanks a lot (happy it was 'just' a bug !)

In attachment a simple scenario where continuity in lost. I would never use this kind of topology for a real project,
but maybe it's still interesting for you !

EDITED: 3 Dec 2015 by PAQ

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 From:  Michael T. (MICTU_UTCIM)
6674.205 In reply to 6674.204 
Thanks Max for this absolutely amazing tool!

Michael T.
Michael Tuttle a.k.a. mictu http://www.coroflot.com/DesignsByTuttle
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 From:  Max Smirnov (SMIRNOV)
6674.206 In reply to 6674.204 
PaQ
>>In attachment a simple scenario where continuity in lost.
I know about this. My script doesn't support non-polar triangles yet.
Right now I have another plans :)
1. Join splitted surfaces near extraordinary vertices.
2. Make support of opened surfaces (boundaries)
3. Overall surface optimization.
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 From:  Michael T. (MICTU_UTCIM)
6674.207 
Max,

Where would I find this command?
>>Use "_ImportObj exact" command to disable this function.

Michael T.
Michael Tuttle a.k.a. mictu http://www.coroflot.com/DesignsByTuttle
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 From:  PaQ
6674.208 In reply to 6674.206 
Hi Max,

The plan sounds good :)
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 From:  Max Smirnov (SMIRNOV)
6674.209 In reply to 6674.207 
Hi Michael

>>Where would I find this command?
"exact" - it is not a script. It's a script parameter.
Type or bind command: _ImportObj exact

Last version of the ImportObj: http://moi3d.com/forum/index.php?webtag=MOI&msg=6674.201

EDITED: 27 Feb 2015 by SMIRNOV

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 From:  Michael T. (MICTU_UTCIM)
6674.210 In reply to 6674.209 
Thanks Max!

Michael T.
Michael Tuttle a.k.a. mictu http://www.coroflot.com/DesignsByTuttle
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 From:  ed (EDDYF)
6674.211 
Going off Michael's example in another thread, I wanted to make a shape by joining two solids (created with sweeps) using a loft. Works well.

Next I'll have to try making a real object.

Ed Ferguson





EDITED: 9 Mar 2015 by EDDYF


Image Attachments:
Size: 16.9 KB, Downloaded: 56 times, Dimensions: 500x184px
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 From:  LAWRENCE
6674.212 In reply to 6674.211 
Hi Ed,

i also try making real object (with sweep, boolean, mirror , cut and join, and moving some point)

it's pleasant to try to do everything with MoI (without import)


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 From:  ed (EDDYF)
6674.213 In reply to 6674.212 
Excellent Lawrence.

I've never used a poly modeler as I work with mechanical shapes. But Max's script seems to fill a gap where you want the precision of Nurbs, but need some organic influence.

It's great this can be done entirely inside MoI. Probably not the preferred tool set to model a human head, but your eyeglass model is a perfect example of how I would want to use this script.

Ed Ferguson
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 From:  Andrei Samardac
6674.214 In reply to 6674.213 
I do not think that pseudo Poly technique with Loft as was shown with glasses can replace Polygons and Sub-D. What you can do inside MoI trying to replicate SubD with Max's plugin is very primitive shapes. Now MoI has SubD module but do not have any good polygonal tools.

____________________________________________________________________
My Portfolio: www.samardac.com
A lot of my Tutorials!
Subscribe to my youtube channel: http://www.youtube.com/samardac
Russian community of MOI 3D: www.vk.com/moi3d
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 From:  LAWRENCE
6674.215 In reply to 6674.214 
Hi Andrei,

i agree with you, MoI is not a polygonal modeler.
Perhaps some capabilities will come with version V6 or V7. I don't think that is a priority.
But I like to experiment this "pseudo technique" even if at begining i don't know where i go. Here it seems to be a snake skull :)


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 From:  Andrei Samardac
6674.216 In reply to 6674.215 
LAWRENCE, how many time you spent for this skull :)?

____________________________________________________________________
My Portfolio: www.samardac.com
A lot of my Tutorials!
Subscribe to my youtube channel: http://www.youtube.com/samardac
Russian community of MOI 3D: www.vk.com/moi3d
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 From:  LAWRENCE
6674.217 In reply to 6674.216 
> how many time you spent for this skull ?

a moment of inspiration : one hour
:)
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 From:  Andrei Samardac
6674.218 In reply to 6674.217 
You are real experimentalist :)!

____________________________________________________________________
My Portfolio: www.samardac.com
A lot of my Tutorials!
Subscribe to my youtube channel: http://www.youtube.com/samardac
Russian community of MOI 3D: www.vk.com/moi3d
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 From:  Michael T. (MICTU_UTCIM)
6674.219 
Well, I've been having a lot of fun with it!






Michael T.
Michael Tuttle a.k.a. mictu http://www.coroflot.com/DesignsByTuttle
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 From:  Max Smirnov (SMIRNOV)
6674.220 
ImportObj v1.2

New and almost fully rewritten version of the ImportObj script.
Now it always uses loft for triangles and quads and as a result produces a clean and editable grid.
Also improved normalization algorithm and overall speed.
Use "exact" parameter to disable normalization.

EDITED: 7 Mar 2022 by SMIRNOV

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