Polygonal Converter.
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 From:  RHolmes (RICOHOLMES)
6674.95 
Sweet baby jesus this is powerful stuff. Max, I can't begin to tell you how thankful I am that you've implemented this and shared with the community.

While I only started a year or so ago with MOI as a step from STEP to FBX conversion, MOI has become such an invaluable tool that I've more or less gone from Maya polygon modelling to MOI parametric modelling* after nearly 15 years of using Maya. This addition feels like the last missing link between the two. Subdivision sketching can now be brought into MOI for finalizing.

Thank you, thank you, and thank you again.


/Rico Holmes.


*Yes, MOI's THAT good.
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 From:  Metin Seven (SEVENSHEAVEN)
6674.96 In reply to 6674.95 
Same here, Rico. 14 years of 3ds Max (1998-2012), then I moved to Blender 3D (which is still my preferred 3D all-rounder), and not long after that MoI entered my life and stole my heart. ㋡

The only thing I really missed in MoI was the powerful branching of polygon subdivision modeling, but Max built an interesting bridge to that now.

———————

metinseven.com — 3D (print) modeling • animation • artwork • design • illustration • visualization

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 From:  Frenchy Pilou (PILOU)
6674.97 
Don't forget ExplodeMove after subdivide for cool possibilities!

---
Pilou
Is beautiful that please without concept!
My Gallery
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 From:  Max Smirnov (SMIRNOV)
6674.98 In reply to 6674.97 
Pilou, it looks great :)


P.S. Small update (Unsupported polygons stays selected)

EDITED: 7 Mar 2022 by SMIRNOV

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 From:  Frenchy Pilou (PILOU)
6674.99 In reply to 6674.98 
Cool! ;)
---
Pilou
Is beautiful that please without concept!
My Gallery
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 From:  bisenberger
6674.100 
Cool stuff Max!
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 From:  Karsten (KMRQUS)
6674.101 In reply to 6674.91 
Wow!
Thank You very much!!!
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 From:  Metin Seven (SEVENSHEAVEN)
6674.102 
Finally found the time to try this cool script.

It looks great. Thanks a lot, Max! I especially love the minimal number of control points.

A question:

When using the max number of subdivs, you still see seams along the surface edges. Will those be gone in the Quality mode? Would be great if the surfaces would have seamless continuity.

All the best,

Metin

———————

metinseven.com — 3D (print) modeling • animation • artwork • design • illustration • visualization

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 From:  Max Smirnov (SMIRNOV)
6674.103 In reply to 6674.102 
Hi Metin,

>>I especially love the minimal number of control points.
Thank you. This was one of the main tasks.

>>When using the max number of subdivs, you still see seams along the surface edges.
I'm working on it. Fast mode will be used for interactive tuning only.

>>Will those be gone in the Quality mode?
Yes. At least I hope so :)
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 From:  bemfarmer
6674.104 
Here is the Tetrus stp, from an old topic, for testing purposes, if useful.
Not quite as pretty as the old "t-splines" version.

- Brian

(I bought ViaCad, at the half price special, and used it to convert the stl to stp.
Thanks to those responsible for the tips.)

EDITED: 2 Apr 2015 by BEMFARMER

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 From:  bemfarmer
6674.105 In reply to 6674.104 
Made a small pdf for the customUI Objects, to be placed along with the tetrus .3dm in the Objects folder, if so desired.
I had to manually set the background color in Moi to white, then reset it to the saved "grey" color rgb.
Is there a script way to temporarily set the background color white, and restore the "grey"?
The porcelain lighting seemed to match the 3 default objects.

http://moi3d.com/forum/index.php?webtag=MOI&msg=5410.6

- Brian

Attachments:

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 From:  Michael Gibson
6674.106 In reply to 6674.105 
Hi Brian, check out here for a script that saves the current viewport background color, then sets it to white, then takes a screenshot, then restores the starting color back:
http://moi3d.com/forum/index.php?webtag=MOI&msg=4559.2

- Michael
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 From:  Metin Seven (SEVENSHEAVEN)
6674.107 In reply to 6674.103 
That'd be fantastic, Max, keep up the great work!

———————

metinseven.com — 3D (print) modeling • animation • artwork • design • illustration • visualization

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 From:  bemfarmer
6674.108 In reply to 6674.106 
Thank you Michael.
The script works very well.

- Brian

EDITED: 9 Oct 2014 by BEMFARMER

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 From:  Sonk (SON_KIM)
6674.109 
Max,

When I import my OBJ I get a strange error. The mesh is 816 polygons and when I run the Subd converter the mesh just disappear.


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 From:  bemfarmer
6674.110 In reply to 6674.109 
I did not think that Moi would import .obj format.

- Brian
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 From:  Michael Gibson
6674.111 In reply to 6674.110 
@ Brian
re:
> I did not think that Moi would import .obj format.

It will if you use Max's importObj script from here:
http://moi3d.com/forum/index.php?webtag=MOI&msg=6674.68

That will import quads or triangles (not n-gons) from an .obj file.

- Michael
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 From:  bemfarmer
6674.112 In reply to 6674.111 
Thank you Michael.
I did download that last week.
It is hard to keep track... :-)

- Brian
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 From:  Max Smirnov (SMIRNOV)
6674.113 In reply to 6674.111 
Michael
>> That will import quads or triangles (not n-gons) from an .obj file.
importObj supports n-gons :)

Sonk
>> When I import my OBJ I get a strange error.
All polygon points must lay in the same plane, or you will get Geometry error.
In this case script tries to create a curved surface through those points.

>> The mesh is 816 polygons and when I run the Subd converter the mesh just disappear.
I'll check it.

EDITED: 7 Mar 2022 by SMIRNOV

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 From:  Michael Gibson
6674.114 In reply to 6674.113 
Hi Max,

> importObj supports n-gons :)

Oops, I see now I didn't read it close enough - I saw the if (edges.length<5) part and I thought that was the main thing, but now I see that's only a backup path for if the polygon was not planar enough for planarsrf to construct a surface through it. Sorry!

I guess if the n-gon is non-planar then that will be an issue though?

- Michael
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