Parametric design in MoI?
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 From:  Barry-H
7713.841 In reply to 7713.839 
Hi James,
can you post the remapper nod I tried to repeat it but something not right.
Also I can't get the fillet node to work so not sure if I'm missing something.
Cheers
Barry
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 From:  James (JFH)
7713.842 In reply to 7713.841 
Hi Barry

The reason remapped.nod failed to work may have been due to not updating interface.js
The attached file needs to replace the existing version at:
C:\Users\<user name>\AppData\Roaming\Moi\nodeeditor\nodes\interface.js

Hope this helps
James

EDITED: 14 May 2019 by JFH

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 From:  Barry-H
7713.843 In reply to 7713.842 
Hi James,
works fine I had interp node where yours as progression node.
My Interface.js was Ok.
Ps with regards to my fillet issue can you post a simple example.
Many thanks
Barry.
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 From:  James (JFH)
7713.844 In reply to 7713.843 
Hi Barry,

>> I had interp node where yours as progression node.

It will work with both means of creating a num series, but
it is necessary that the input range is identical.

I am hoping that Max's fixes this so any range can be input
thereby deprecating my reMapRange macro.

>> Fillet

Fillet is a bit different from most nodes in that it requires manual
interaction mid-process. Refer to Karsten's instructions here:

http://moi3d.com/forum/index.php?webtag=MOI&msg=7777.941

Hope this helps

James
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Message 7713.845 deleted 21 Aug 2018 by JFH

Message 7713.846 deleted 15 Oct 2018 by JFH

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 From:  FDP
7713.847 
Is there a way to autocenter the canvas, or have a mini zoomed-out preview of the canvas? Not having a middle mouse button has made canvas interaction a bit difficult, it would also be nice to allow easy remap of those buttons (sorry if that is already a possibility) and using +/- for zoom would be great as well!
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 From:  James (JFH)
7713.848 In reply to 7713.847 
Hi FDP

>> Is there a way to autocenter the canvas, or have a mini zoomed-out preview of the canvas? <<

2 finger double tap on trackpad will zoom to mid-range, however it does not center the canvas.
Max is aware of this and says he'll will revise for next version.

http://moi3d.com/forum/index.php?webtag=MOI&msg=7713.808

Hope this helps
James
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 From:  bimaloy30
7713.849 In reply to 7713.630 
The editor is a plugin for MoI. MoI has a VERY ACTIVE community, with the owner/programmer answering any questions you have in the forum. It's hugely more easy to use than any other solids modelers and has one of the best if not the best NURBS to POLYS converter I've ever seen.

4 will be beta any day now, but you have to own 3 to be able to download it. It will probably take a year to go golden, so you're best off just purchasing 3 now.

It's a stunning app, perfect for solid design and concepts. IMO, one needs both a poly modeler AND a NURBS modeler (and a topology modeler). I still enjoy using both SketchUp and MoI and go between them often. I also really like 3D Coat for topology.

You won't go wrong trying MoI. It's that good.
https://discord.software/ https://downloader.vip/adobe-reader/ https://downloader.vip/itunes/

EDITED: 27 Sep 2018 by BIMALOY30

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 From:  James (JFH)
7713.850 In reply to 7713.837 
Hi Max,

Remapper node: >> but I need more time to make it work ... it's really hard. :) <<

I found this website http://cubic-bezier.com/
& wondered if it might offer you some direction.
(http://cubic-bezier.com/cubic-bezier.js)

All the best

James

EDITED: 3 Oct 2018 by JFH

Image Attachments:
Size: 24.4 KB, Downloaded: 81 times, Dimensions: 640x385px
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 From:  mkdm
7713.851 In reply to 7713.850 
Very interesting experiment...

Thanks James!

- Marco (mkdm)
My Procreate portfolio
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 From:  James (JFH)
7713.852 
Hi Max,

I have another small suggestion that would be a big improvement for NE.
At the moment all selected geometry, whether byName, byStyle or manually selected, ceases to be responsive to change, which generally is fine.

However there are cases where it would be beneficial if changes to selected geometry was reflected in NE in real time. One example is the use of attractor points: in this way interactivity could be achieved through direct manipulation of point on ground plane rather than abstracting the attractor as x & y slider inputs or to the dot on the Slider2d widget.

I'm proposing that the selection nodes are manually updated as the default setting but have the option of automatic updating at a given frequency (n times per sec) or alternatively if you prefer, at a given interval (in milliseconds).

I recognise that this will greatly increase the computational load, when set to Automatic; but it could be reduced by halting the data stream when there is no change (above a certain threshold), so that when there is no alteration to base geometry the computation load is similar to Manual setting.

Please let me know what you think
James



Image shows selected curve with control points on in red, & post-adjusted cPts & curve in Black. Ideally the 2 would be in accordance: which is to say, that adjustments to original cPts would be reflected in NE and hence the generated curve would correspond to the manually manipulated curve.

UPDATED:
PS Rather than have 2 options (manual & Automatic) it could simply be that the is just a "Freq/sec" field with 0 as the default setting, which would in essence, amount to the same thing.

EDITED: 11 Oct 2018 by JFH

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Message 7713.853 deleted 20 Nov 2019 by JFH

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 From:  Max Smirnov (SMIRNOV)
7713.854 In reply to 7713.853 
Hi James!
Sorry, I have no plans (and I have no time) to write any math or geometry nodes for NE this year.
I certainly will continue development of node editor (January or February, I don't know..)
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 From:  VG (VEGASGUITARS)
7713.855 In reply to 7713.839 
Could this be used for guitar curves like arch tops?
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 From:  Michael Gibson
7713.856 In reply to 7713.855 
Hi Neil,

re:
> Could this be used for guitar curves like arch tops?

It's theoretically possible, but it would involve quite a lot of work. Basically the node editor is a different way to build models by building the instructions to do it. It's a form of programming.

- Michael
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 From:  VG (VEGASGUITARS)
7713.857 In reply to 7713.856 
OK - a bit too advanced for me then. Seems the guys who do car modeling use different methods than I do - although some car curves and guitar curves are quite similar. Would like to pick up more of their methods. Any suggestions?
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 From:  Michael Gibson
7713.858 In reply to 7713.857 
Hi Neil, you might look for Rhino tutorials on car modeling. It tends to be a pretty advanced area.

- Michael
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 From:  Frenchy Pilou (PILOU)
7713.859 In reply to 7713.857 
Take a look at this beautiful nurbs car modeling tutorial ! ;) (there are also 2 cars tutorials at the same site)
https://www.etereaestudios.com/docs_html/nixus_htm/nixus_index.htm
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 From:  VG (VEGASGUITARS)
7713.860 In reply to 7713.858 
It took me almost a year to learn how to make a decent neck - and it's on going. If it's too advanced than maybe whats best is to continue learning basic tool use.
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