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 From:  bemfarmer
6674.362 
API = Application Programming Interface
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 From:  BurrMan
6674.363 In reply to 6674.360 
Right on Max!
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 From:  PaQ
6674.364 


Donate available on
http://moi.maxsm.net/

EDITED: 3 Dec 2015 by PAQ

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 From:  Mike K4ICY (MAJIKMIKE)
6674.365 
Tease indeed! :-/ Can't wait!
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 From:  Max Smirnov (SMIRNOV)
6674.366 
First tests. Yes! It works!

EDITED: 7 Mar 2022 by SMIRNOV

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 From:  Frenchy Pilou (PILOU)
6674.367 In reply to 6674.366 
All wishes of success!

EDITED: 24 Sep 2015 by PILOU

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 From:  Max Smirnov (SMIRNOV)
6674.368 
Ta-daa!
beta7

EDITED: 7 Mar 2022 by SMIRNOV

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 From:  Frenchy Pilou (PILOU)
6674.369 In reply to 6674.368 
Flash Gordon! :)

Seems works like a charm!

(Trick for volumes with difficulties like here : export as OBJ with triangles
then _importObj (BY Max ;)
and voilĂ !
(That I love in this one is that I have nothing to translate! :) (for the moment)

EDITED: 24 Sep 2015 by PILOU

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 From:  Max Smirnov (SMIRNOV)
6674.370 In reply to 6674.369 
Ops. bug found.
Pilou, download script again.
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 From:  Frenchy Pilou (PILOU)
6674.371 In reply to 6674.370 
No problem! I had not time to find it! :D
So the French one! ;) http://moiscript.weebly.com/subdivision.html
---
Pilou
Is beautiful that please without concept!
My Gallery
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 From:  Max Smirnov (SMIRNOV)
6674.372 
Finally, I implemented a new method for extraordinary faces. In fact, I don't like this method.. I would like to have ability to create surfaces with different control point weights using Javascript interface, but now it is not possible. Michael, could you make it in the next version of MoI? (it will not take too much time, because the engine perfectly supports them.)
But yesterday I found another way. :) I can generate a temporary STEP-file with surfaces descriptions,exactly as I need, and then import it back.
So, I don't need to split an extraordinary faces to parts anymore. :)

Other notes:
High quality switch has been removed. Now preview is always generated in the fast mode, and result - in quality mode.
Also I have removed "Show points" switch. Just double click on title to make points visible.
I still have rare problems with LoadMesh function. I'll check it later.
The script doesn't support opened surfaces and extraordinary triangles (excluding a polar triangles)
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 From:  Frenchy Pilou (PILOU)
6674.373 In reply to 6674.372 
My volume above has not extraordinary faces ? (i must subdivise in triangles)
Or your next version will resolve this ?

EDITED: 24 Sep 2015 by PILOU

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 From:  Mike K4ICY (MAJIKMIKE)
6674.374 
I hope that open surfaces and extraordinary polys are a possibility someday... it would be neat to create organic shapes ending in clean and straight openings.
Great work Max! I'll play with this update soon.
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 From:  danperk (SBEECH)
6674.375 
Cool stuff Max, Thanks!

I ran it two times at S=50.

EDITED: 18 Oct 2018 by SBEECH

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 From:  BurrMan
6674.376 In reply to 6674.372 
Thanks again Max!

Here's a sample to look at something I saw. You may chalk it up to "don't use it that way", or it may help you refine it for the future.

In the sample, if you manually enter a value a little larger, you can preview a kindof "harder edge" output (It starts to suck the walls in a little), but the "complete output" morphs from what is shown at the preview stage...

Steps. Try enter a value of 130,,, Note the preview looks fairly neat. Press done and look at result... (A value of 120 seems to give a result like the preview of 130, etc)

Anyway. Nice job again........
Attachments:

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 From:  bemfarmer
6674.377 
I spent a lot of time online looking at comma usage in javascript.

Is there a purpose of the comma after the curly braces: },

I'm guessing that such commas are ignored, and there to make the end of function statements clearer ?

- Brian
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 From:  Michael Gibson
6674.378 In reply to 6674.372 
Hi Max, great work!

> Michael, could you make it in the next version of MoI? (it will not take too much time,
> because the engine perfectly supports them.)

Yes, I'd definitely like to add more direct access to all the various parts of curve and surface structure (control points, weights, knot vector, degree, etc...) to scripts in v4.

- Michael
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 From:  Max Smirnov (SMIRNOV)
6674.379 
Frenchy Pilou
>> My volume above has not extraordinary faces ?
Yes, there are extraordinary faces in your model.
At this moment the script supports extraordinary quads only, not triangles.


bemfarmer
>> Is there a purpose of the comma after the curly braces: },
The purpose of a comma separator is to delimit members in a list.
For example:
code:
var obj = {
  a: 22,
  b: 33,
  c: function() {return this.a+this.b},
  d: function() {return this.a*this.b},
  e: function() {return this.a/this.b}
}


Mike K4ICY
>> I hope that open surfaces and extraordinary polys are a possibility someday...
I'll try to make it in the nearest future. 1-2 months.

BurrMan
>> you can preview a kindof "harder edge" output
I remember about this. It's old bug of hq mode. I just had no time to fix it, but I hope I'll do it soon.
So, don't use it that way :) At least now. ;)

Michael Gibson
>> control points, weights, knot vector, degree, etc...
It will be great! Thank you.

EDITED: 7 Mar 2022 by SMIRNOV

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 From:  Mik (MIKULAS)
6674.380 In reply to 6674.379 
Excellent job Max! Thank you.

... only SubD exercise + blend... extravagant "Caraffa Cuore" :-)




render in Octan has to be improved... some triangle artefacts appeared.

Mik

Image Attachments:
Size: 605.8 KB, Downloaded: 87 times, Dimensions: 1600x1200px
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 From:  Max Smirnov (SMIRNOV)
6674.381 
Hi Pilou,
I've made two illustrations which might help you to understand what extraodinary faces is.

A vertex surrounded by three (1) or more than four (3) faces is called extraordinary vertex. And a vertex surrounded by four faces (2) is called ordinary.

If one or more vertex of a face is extraordinary, this face is called extraordinary too.


My script can load meshes with following types of polygons:

A - Ordinary quads ( 4 ordinary vertices ) - full support, best quality
B - Extraordinary quads ( 1 or more extraordinary vertex ) full support, best quality
C - Ordinary triangles ( 3 ordinary vertices ) looks good, but sometimes an artifacts can be noticable,
D - Extraordinary triangles ( 1 or more extraordinary vertex ) doesn't support at all. produces noticable artifacts on all neighbour faces.
E - Polar triangles ( group of triangles with a common vertex, two other vertices of each triangle must be ordinary ) full support, best quality.

So, you should not use type C and type D polygons.

EDITED: 7 Mar 2022 by SMIRNOV

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