i need help
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 From:  r2d3
8754.9 In reply to 8754.8 
Have a look here: http://moi3d.com/resources
There you find some links to Petr's MoI page, and Max Smirnov's MoI scripts

>>>when i install CustomUI.1.0.mac.zip i get errors

I thought you are on Windows... the CustomUI.1.0.mac.zip is for Mac


Ralf:)
looking for moments of inspiration...
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 From:  4rw1n
8754.10 In reply to 8754.9 
ok thank u..i will check

this is my project in moi 3d
Image Attachments:
Size: 458.5 KB, Downloaded: 140 times, Dimensions: 1043x793px
Size: 507.1 KB, Downloaded: 62 times, Dimensions: 1192x830px
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 From:  bemfarmer
8754.11 In reply to 8754.10 
Cool tractor 4rw1n.
What is the make and model/ year?

A lot of help already exist in the forum, and many will respond to specific help requests.

- Brian
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 From:  4rw1n
8754.12 In reply to 8754.11 
this is replica of ferguson, named "imt 539"


For 2 days, with pain, I try to make a real hub from a tractor .. but I cannot handle it .. Im not happy..

https://s6.pik.ba/galerija/2016-10/01/08/slika-172584-57ef572fc9a97-default.jpg
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 From:  bemfarmer
8754.13 In reply to 8754.12 
Hi4rw1n,
We used to have a MF 135.

I would call that metal cover a "hood," or an engine "cowl."

Do you have photographs taken at 90 degree angles? And dimensions?
Front view, side view, top view? If so you can load the images into MoI, with View Image, and then make 2D profile curves.
Others have posted on the forum about starting with say a rectangular cube, and Trimming or Boolean difference, away parts of the cube,
and then doing Fillets. So it is a subtractive process.

It seems that most photographs are taken with the machine at an angle, but there are a few front view out there.

- Brian
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 From:  4rw1n
8754.14 In reply to 8754.13 
i have 2 picture, and from this 2 pictures i make hoot but not good.. i try find blueprints of MF 135, but dont have

so i really dont understand how to make hood, i make but this not perfect if u can help here is my project u only show how to make better..

project file https://files.fm/f/x77kpk6r

why this happen all is ok in cinema 4d and Moi#D but in Substance Painter get something wrong

see Cinema 4D and Moi#d is ok

https://imgur.com/a/eox2q

https://imgur.com/a/6lppp

and here is Substance painter , problem

https://imgur.com/bKfxLOK
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 From:  Michael Gibson
8754.15 In reply to 8754.14 
Hi 4rw1n, probably Substance painter doesn't like to deal with complex n-gons. When you do the export out from MoI try using the "Output: Quads & Triangles" option instead of "Output: n-gons" and see if that works better.

- Michael
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 From:  4rw1n
8754.16 In reply to 8754.15 
thank u michael, its working!
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 From:  4rw1n
8754.17 
heloo.. that i dont open new topic i will write here..

i have problem, my english not good but i will try explain..

when i make some object and use tranform mirror after that i get 2 object same its ok.. but when i mark only 1 that object and rotate also another object rotate, i want only one rotate..
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 From:  bemfarmer
8754.18 In reply to 8754.17 
Hi 4rw1n,
Sounds like past History is associating the mirror copy with the original.
I think the History command can break the "connection."

http://moi3d.com/forum/index.php?webtag=MOI&msg=8475.2
http://moi3d.com/forum/index.php?webtag=MOI&msg=7940.1

- Brian

EDITED: 13 Jan 2018 by BEMFARMER

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 From:  4rw1n
8754.19 In reply to 8754.18 
its work.. thank u!
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 From:  4rw1n
8754.20 In reply to 8754.19 
i get problem when i try import obj in beldner.

so, i export obj from Moi3D in .obj format and default is 12 meshing options, when i want more poligons (high) i export.. problem is when i want import in blender i get this msg..

https://imgur.com/SbfVKY8

when i export from moi in 12 meshing opeions after that no problem.. everything is ok..
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 From:  Michael Gibson
8754.21 In reply to 8754.20 
Hi 4rw1n, looks like it could be a bug in MoI's mesh generation, strings like the -1.#IND000 are used for certain special floating point values that aren't regular numbers. They can result from the program reading from uninitialized memory or things like division by 0.

Can you please send the .3dm model file to me at moi@moi3d.com so I can test it over here and fix the bug?

If your model has extremely large or small coordinate values that might also be part of the problem.

- Michael
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 From:  4rw1n
8754.22 In reply to 8754.21 
Hi Michael..

here is my .3dm model and also .obj what i cant open in blender..
https://files.fm/u/j3mfuq2j

here screenshot to see how i save and how export model.
https://imgur.com/zMK7mOY
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 From:  Michael Gibson
8754.23 In reply to 8754.22 
Hi 4rwin, the bug is in the automatically generated texture coordinates. If you're not using those you can turn them off by a setting in moi.ini :

[OBJ Export]
<....>
WriteTextureCoordinates=y


Set that to WriteTextureCoordinates=n and then that should avoid the error.

The error is just on 6 lines in the .obj file so it's also possible to edit the file and repair it.

I'll investigate it further to see if I can identify what particular surface triggers the bug and see if I can fix it.

Thanks, - Michael
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 From:  4rw1n
8754.24 In reply to 8754.23 
i cant find where i will turn off this texture coordinates
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 From:  Michael Gibson
8754.25 In reply to 8754.24 
Hi 4rw1n, in MoI go to Options > General and push the "Edit .ini file" button. On the dialog that pops up click the "Exit MoI and launch moi.ini" button.

MoI will close and the moi.ini file will open in notepad.

Inside notepad do a Ctrl+F to bring up the Find dialog. In "Find what:" type in texture and hit Enter. The window will scroll to WriteTextureCoordinates=y at the bottom. Edit that to be =n and then exit notepad and save changes.

If you then launch MoI and redo the export I think it should go into Blender ok then.

- Michael
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 From:  Michael Gibson
8754.26 In reply to 8754.24 
Hi 4rw1n, there are 1 or 2 degenerate faces in the model with all their surface area completely trimmed away and the UV coordinate bug (division by zero) happens when processing those particular faces. I've got it fixed for the next v4 beta release. Thanks for reporting the problem and for sending the model so I could find the bug.

For the moment, turning off UV coordinate export as described above should avoid the bug.

- Michael
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 From:  4rw1n
8754.27 In reply to 8754.26 
hi Michael, thank u a lot. now i can import .obj in blender..
really i never seen like this forum..everything what i ask i get answer..
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 From:  4rw1n
8754.28 In reply to 8754.27 
hello..

I keep working the tractor..i forget little moi3d long time im not use hhh.. but this program is very good and fast i back..
new picture..
https://imgur.com/5V6nJAS
https://imgur.com/vsXAyqf

i have some questions...its posible use color in moi and open in substance painter and use that color like color ID.. i think u understand what i ask..
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