New Jun-12-2007 beta available now.  1-20  21-36

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 From:  Michael Gibson
670.1 
A new Jun-12-2007 beta is now available from the download page at http://moi3d.com/download.htm .

New stuff:

Added LWO file export. This should help for getting N-gon mesh geometry into Modo and LightWave.

Adobe Illustrator file import. MoI will now grab out the curves from .ai, .eps, or .pdf files. Since Illustrator version 9, AI has used a pretty complex PDF-based file format. MoI will usually read stuff out from those files too, but it may miss some stuff in more complex ones. If that happens, try saving as a version 8 or lower AI file if possible, or as an EPS. Those tend to have a somewhat more simple structure and don't have as much stuff hidden away in different encoded chunks.

Fixed STL export bug - previously it produced an incorrect STL file structure when exporting multiple objects. Some programs would still read all the objects but some would stop after the first one. Also switched STL to save using a binary STL file type which is much more compact than the text variant that was previously used. You can change back to the text-file type under Options / Import/Export.

Completely rewrote Construct / Network to work better. Previously there could often be a kind of lump near the "seam" point of a closed network - this has been eliminated. Also previously networks using many curves with different structures in them could often fail to generate a result because the output was too excessively dense with control points. There is now an automatic simplification process that solves this problem - networks that previously failed should work now.

Tuned up Loft so that the "closed" option works better.

New "profiles" option in Loft and Sweep. Both Loft and Sweep need to combine multiple profile curves into one common structure for the surface. Previously this was done only by combining together all the curve structures which can generate a large number of points in the resulting surface, which could cause failures when it got to a certain density (particularly if many points were clustered very close to each other). There is a new mechanism in place to prevent this problem, and it is controllable with the "Profiles" option. The default is "Auto" which makes an automatic decision between "Exact" and "Refit" modes. Exact mode is the old method that combines everything together - it preserves the shape very well but leads to high point density. Refit is a new mechanism that approximates the original curves in a way that produces much fewer points. However in some situations the result may have slight wiggles in it. The final option is #Points mode - this lets you type in a specific number of points and the profiles are reconstructed just through that many sampled points. This produces very smooth results, but the shapes will be only a somewhat rough approximation of your originals and may deviate from them by a fair amount. Whew, I wish this area was not so complicated to explain, however to sum it up, just leave it as "auto" mode most of the time, if you get some wrinkles in the surface then try switching to "exact" or "#Points" mode.

New Options dialog holds all the options in one place. It shouldn't be necessary to edit the moi.ini directly anymore.

Updated mesh save dialog - changed "apply to planes" setting to allow for 3 states. Apply to curved will only apply the maximum length to curved surfaces only, not to planar ones. Apply to planes will only apply it to planar surfaces and not curved ones, and apply to all does it to everything.

Updated history to make it interruptable. Previously you had to wait for history to be recalculated on every single movement of your mouse. This was awkward if you had a complex history calculation taking place, it made editing the original curves very jerky. This has been changed now so that moving your mouse will edit the original curves fluidly and history will update when it has a chance to calculate if you hold the mouse still or finish the edit, instead of being forced to recalc on every single mouse move.

Updated display mesher to handle large surfaces better. When it encounters a large surface, it will automatically reduce the meshing angle and turn off add details to inflections to prevent large display meshes from consuming too much memory. Also the memory consumption spike during the meshing process has been reduced by 1/3.

Updated helix command - new "Flat spiral" option.

Updated revolve to handle the case where there is a planar shape being revolved, but the picked axis is slightly off from the shape's plane. This gets automatically tuned up now.

Updated Edit/Extend - extend can now drive history updates. For example if you extrude a line, and then extend the line, the extrusion will update. Previously this didn't work.

Update Hide - made it so a second click on the "Hide" button is the same thing as pushing "Done" or right-click. So 2 clicks on hide will show all objects.

Update invert selection. If there is a drilled-in selection to face or edge sub-objects, invert will only flip the selection state of those sub-objects instead of everything in the scene, similar to how select all works.

Tune up to TrueType text. Some letters could fail to project due to small deviations in curve tangents between different segments. These are now tuned up.

Meshing tune-up to improve quad output when using Quads and Triangles mode. MoI will convert a few more types of n-gons into quads for this mode now.


Various other minor bug fixes...

- Michael
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 From:  jacobo3d
670.2 In reply to 670.1 
Yes!! Thanks Michael!! I'm going to try it right away!!

EDIT: Just wanted to say that the LWO exporter works great!!
I've only found a couple of things:
- Some problems with complex n-gons, but that's something you already said that could happen, and besides, it was something very easy and quick to fix in the objects I was testing.
- It seems like sometimes, when you load the object (I've used 'Join' previously
in MoI), it's loaded in several layers (modo or LW), and the first one contains all
the items that are separated in the other layers.
It's not really a problem, because it's very easy to clean... but you think it could
be something that can cause duplicated polygons?
- Also merge vertices is necessary, cause there are some vertices that share the same coordinates (but not a big deal either).

Overall, it works great for me, and now it's very easy and clean get the meshes into LW or modo. Thanks so much!!

Ok... keep testing this... and the other new features...


Jacobo.

EDITED: 12 Jun 2007 by JACOBO3D

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 From:  nacho65 (JUANGALVAN)
670.3 
Hi Michael:

Thank you for your new beta are fantastic. I wait it continues growing in features
We will be able to see in the following thing the handling of colors or layers, extrude draft, variable fillet.


Thank you for your attention

Juan Galvan

Excuseme my English it is very short
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 From:  Michael Gibson
670.4 In reply to 670.2 
Hi Jacobo, thanks for testing it!

> - Some problems with complex n-gons, but that's something you
> already said that could happen, and besides, it was something very
> easy and quick to fix in the objects I was testing.

On the ones I saw, I couldn't find anything wrong with the n-gon, it was well formed, points were spaced well without anything stacked up or reversed or anything.. Just the triangles for the n-gon display were coming outside the n-gon.

Are the ones you saw similar?

Because if you do see problems with the n-gon structure such as duplicate points within one polygon or n-gons with messy edges that cross over other edges, etc..., then those would be things I need to fix up in MoI. Otherwise if there is nothing wrong with the n-gon these look to me like triangulation bugs in LightWave. But so much fewer in number than with OBJ import. I guess they must have 2 totally separate pieces of triangulation code, otherwise I can't see how the LWO one would be mostly pretty good and the OBJ one so bad...


> - It seems like sometimes, when you load the object (I've used 'Join' previously
> in MoI), it's loaded in several layers (modo or LW), and the first one contains all
> the items that are separated in the other layers.

Hmmm, this sounds like a bug. Normally it is intended that every different single joined object in MoI should go on its own separate layer in the LWO file. If you can send me the smallest .3dm example file you've got that has this problem, that might help me figure it out.


> - Also merge vertices is necessary, cause there are some vertices that share the
> same coordinates (but not a big deal either).

Was this with weld turned on or off? If weld is turned off then that's normal, but if weld is turned on it is supposed to merge those and that's probably a bug. If you have an example that needs merge vertices even though you exported with weld on, please send it if you can.


Thanks very much for the testing! I'm glad this is working better for you than the other ways of exporting before.

- Michael
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 From:  Michael Gibson
670.5 In reply to 670.3 
Hi Juan, you're welcome! I'm glad you like the new beta!

> We will be able to see in the following thing the handling of
> colors or layers, extrude draft, variable fillet.

These are definitely important things, but I'm sorry I don't think I will be ready to have them for version 1.0 .

But these are definitely important things that I plan to add in the future.


The new beta is now very close to what the software will be for version 1.0, I'm only really planning on adding 2 more new things - AI format export, and 3D Connexion device support, plus some more bug fixes. Other new features will have to wait for a little while until after V1 is all wrapped up.

- Michael
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 From:  EdwinKlijn (EDWINTSI)
670.6 In reply to 670.5 
GREAT WORK Michael.
The LWO exporter kicks N-GON :-)
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 From:  Josugh
670.7 In reply to 670.1 
Great Work!!!

I am Testing too the options for LWO export.
I will continue bugs if I found them!! Cause I am working a lot with this program now.

In lightwave the exporter is now 99% OK!!!... Is first time in the morning here in Spain but I am making tests with my complex models from Solid Edge,
and the only bug that I fond is some Polygons that have wrong normals, but is easy to fix putting double sided in the surface editor.
( there are only 5-6 polygons in a object with 80.000 don´t worry.... The perfection doesn´t exists but you are so NEAR!!!
( I make more tests with the same piece and I don´t found fliped surfaces!!! WOW!!)

THANK YOU VERY MUCH!!!!!!!!!!

I continue working / testing.
Best Regards
Josu
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 From:  Frenchy Pilou (PILOU)
670.8 
French Version Up dated for the New Jun-12-2007 beta
Unzip and replace in the folder ...Program Files\MoI beta Jun-12-2007\ui
Have fun!
French Forum http://moi3d.com/forum/messages.php?webtag=MOI_FRANCAIS&msg=28.1
---
Pilou
Is beautiful that please without concept!
My Gallery

EDITED: 24 Jun 2007 by PILOU

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 From:  Frenchy Pilou (PILOU)
670.9 
No AI export format?
---
Pilou
Is beautiful that please without concept!
My Gallery
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 From:  Buzhug
670.10 
Thanks a lot Michael.
You're really the best.
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 From:  jacobo3d
670.11 In reply to 670.4 
Hi Michael,

> On the ones I saw, I couldn't find anything wrong with the n-gon, it was well formed, points were spaced well without
> anything stacked up or reversed or anything.. Just the triangles for the n-gon display were coming outside the n-gon.

Actually, I've found this kind of problem, but I kind of expected something like this to happen with some complex n-gons.
The thing is, it's something very easy to fix. Using 'divide larger than' option in Moi, or just slice that polygon directly in
LW/modo.

> Because if you do see problems with the n-gon structure such as duplicate points within one polygon or n-gons with messy
> edges that cross over other edges, etc..., then those would be things I need to fix up in MoI. Otherwise if there is nothing
> wrong with the n-gon these look to me like triangulation bugs in LightWave. But so much fewer in number than with OBJ import.
> I guess they must have 2 totally separate pieces of triangulation code, otherwise I can't see how the LWO one would be mostly
> pretty good and the OBJ one so bad...

And here comes the problem. I've got messy edges in some n-gons as well. Actually the only way to fix it was remove those
n-gons and create them again in modo/LW. I'll send you some screen captures tomorrow, and I'll see if I can send you the
problematic object.

> Hmmm, this sounds like a bug. Normally it is intended that every different single joined object in MoI should go on its own
> separate layer in the LWO file. If you can send me the smallest .3dm example file you've got that has this problem, that
> might help me figure it out.

I'll get one of the objects that gave me that problem and I'll send it to you tomorrow as well.


> Was this with weld turned on or off? If weld is turned off then that's normal, but if weld is turned on it is supposed to merge
> those and that's probably a bug. If you have an example that needs merge vertices even though you exported with weld on,
> please send it if you can.

I've noticed that it was disabled by default (I guess for the LWO exporter... I didn't try the OBJ in the new beta), so I did another
test with that option enabled, and I still got unwelded vertices (they seemed not so many than before though).
And sure, I'll send you an example of this tomorrow!


> Thanks very much for the testing! I'm glad this is working better for you than the other ways of exporting before.

No problem! :) Thank you for the new beta.

Jacobo.
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 From:  WillBellJr
670.12 In reply to 670.11 
Thanks so much for the new update Michael, the bond between MOI and Lightwave for me is getting deeper and deeper!

So for the shapes I've been working with, I've had ZERO rework to do - I'm even texturing stuff now, something I rarely got the chance to do due to having to deal with reworking first...

GREAT release! MOI is definitely v1.0 ready!

-Will
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 From:  Richard (RUSIRIUS)
670.13 
More greatness Michael!
Thank you. This is one massive update :)
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 From:  sk2k
670.14 
Hi,

here is the updated German translation.

MfG
sk2k
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 From:  Michael Gibson
670.15 In reply to 670.9 
Hi Pilou,

> No AI export format?

Not yet, this one only has AI import, not export.

Export will be coming for the next beta though.

- Michael
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 From:  Schbeurd
670.16 
Nice update...
Currently, I don't really have time to play with MoI but I will certainly make some tests on the LWO export for Modo and the AI import.
And also the update on the loft command. Is it related to the "problem" I had with mesh symmetry ?

And AI export in the next beta ! Yessss ! ;-) (And I see on French ZBrush forum that Steph3D waits for it too !)

Thanks Michael
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 From:  Michael Gibson
670.17 In reply to 670.16 
Hi Bernard,

> Is it related to the "problem" I had with mesh symmetry ?

Yup! A closed loft should behave better now and not have the slight shift in it that caused your previous symmetry problem.

The quad meshing improvement also helps with symmetry - this enables an n-gon that looks exactly like a single column of quads to be split into quads instead of triangulated (in quads & triangles export mode). This also improves symmetry for that shape you previously posted.

- Michael
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 From:  Schbeurd
670.18 In reply to 670.17 
>> The quad meshing improvement also helps with symmetry - this enables an n-gon that looks exactly like a single column of quads to be split into quads instead of triangulated (in quads & triangles export mode). This also improves symmetry for that shape you previously posted.

Cool ! I think I'm gonna enjoy using MoI objects inside Modo and ZBrush... ;-) I'll try to find some time to make tests during the next week-end.
The news in another thread about vertex smoothing support in Modo 301 is interesting too... Things are going in the good direction, hehe...

Greetings
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 From:  MFort
670.19 
Wow Michael! You and MoI continue to impress.Really great work. I've been a bit scarce lately I just wanted to let you know that I'm still lurking waiting for the buy button to pop up. I just wish I would have paid some attention to that geometry class 20 odd years ago.

Cheers!

Matt
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 From:  Michael Gibson
670.20 In reply to 670.11 
Hi Jacobo,

re: Weld setting

> I've noticed that it was disabled by default (I guess for the LWO exporter... I
> didn't try the OBJ in the new beta),

It's one of the few settings (along with display type and polygon type (ngons, triangles) that is remembered between different sessions. So probably in a previous session you had turned it off.


> so I did another test with that option enabled, and I still got unwelded vertices
> (they seemed not so many than before though). And sure, I'll send you an
> example of this tomorrow!

An example of that one would be great, that sounds like a bug. Just one more note - surfaces have to be joined for the weld setting to have an effect.

It could also possibly be a bug in join, if join does not manage to properly glue together 2 edges (even though others were combined), it would result in this kind of a thing too. I can tell that by examining the model though.

- Michael
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