Translate tool?

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 From:  mr (REASON808)
9858.1 
Is there a MOI equivalent to a translate tool like you see in Maya or C4D? (see attached pic). 



The lack of a translate makes MOI extremely hard to work with, at least for me, because I’m used to these workflows. Just grabbing and moving objects & sub-objects is hard.

I'm using the trial version of MOI and a really like the program. But this feature omission makes me hesitate about buying the program.

Do I need to give my modeling habits time to adjust? Or am I missing something?


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 From:  Frenchy Pilou (PILOU)
9858.2 
Drag & Move an Object(s) is implicit in Moi
Just click an object(s) and move it in the 6 Directions + any directions no need a gizmo ;)



Will be the same with the "Edit Frame" that you Shown on yours image!
Just Click on the selection and Move It

Of course if You Press Ctrl during the Move you will obtain a Copy! ;)

EDITED: 28 Jun 2020 by PILOU

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 From:  Frenchy Pilou (PILOU)
9858.3 
For rotation you can rotate anything from any axis inside the 3D Space

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 From:  Frenchy Pilou (PILOU)
9858.4 
The move Edge(s) is not Nurbs modeling so you must change a little your Poly modeling habits :)

Yes you can but...it's pure poly modeling so no need! :)
As you see I don't move the segment but it's Vertices!




and for adjust you can use the Scale ;)



and for adjust an object on another one you have dedicated tool Orient "Line Line" ;)
with some options : Uniform, Stretch, None...here stretch



etc...

EDITED: 28 Jun 2020 by PILOU

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 From:  Michael Gibson
9858.5 In reply to 9858.1 
Hi mr, yes like Pilou writes above the translate tool in MoI is done by just dragging anywhere on an object. If you have straight snap enabled on the bottom toolbar then it will snap to an x,y, or z axis direction if you move your mouse close to that direction. You can also use Shift to force straight snap to be engaged.

The main modeling strategy for MoI's NURBS toolset is to generate objects primarily from 2D profile curves, it's quite different from how you do things in a polygonal modeling program.

- Michael
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 From:  Michael Gibson
9858.6 In reply to 9858.1 
Also check out here for some tips for people coming from a poly modeling background:
http://moi3d.com/forum/index.php?webtag=MOI&msg=4865.2

With NURBS modeling you generally don't approach things by squishing around sub-objects in 3D, there is more of a focus on working with 2D curves.

That's why the edit frame is focused on behaving closer to how a 2D vector drawing program works instead of the transform gizmo like you're used to in Maya and C4D.

- Michael
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 From:  mr (REASON808)
9858.7 
Wow, impressive replies, even from the developer himself! Thanks for all these great tips and suggestions.
Looking forward to trying them out. And reading more.

Perhaps its just a matter of getting the hang of the workflow.

I'd still suggest you consider a gizmo as an optional preference to ease the poly folks orientation.
Sort of like how most video editing programs offer alternate hotkey settings to match Avid, FinalCutPro & PremierePro.

But, maybe I just missed a simple step. I'll give these tips a try first.
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 From:  Frenchy Pilou (PILOU)
9858.8 
You say only inside the 2D view!

No it's also in the 3D view! With the Edit Frame ;)
(you must be in 4 views first and Split them if you want the full screen for rotate)

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 From:  nameless
9858.9 In reply to 9858.7 
I completely understand where you are coming from mr.

SetNearestOrthoView script mapped to an easily accessible binding (like ctrl+space) really solved this for me, to the extent that I now miss MoI way of handling when I work in other programs. I do not like working with 4 views open either and this really changed the game, being able to snap to the right angle and then continue in 3d view.

The developer of this program is heavily engaged with the user base and gives support in the best way I've seen (almost superhuman dedication to explain or solve issues).

It might seem daunting at first, but MoI is customizable to fit your workflow, right now I am not missing the usual gizmo at all. It's super fast and fluent, coming from someone that had the same concern initially. There is great thought behind the UI choices and over the last couple of years I appreciated the direct way that one can "sketch" in this program and maintain flow without intrusive elements or pop ups.

I thought I should share my experience, since I had the same issue when learning MoI.
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 From:  ed (EDDYF)
9858.10 
mr - You also have the Alignment Tools: Horiz Center, Top, Bottom, Vert Center, Left, Right

My experience is that 90% of the time I need to move an object, it is in relationship to another object. Side by side, one on top of another, centered to each other, etc.

I easily use the alignment tools more than any other tool in MoI.

BTW - I'm not a fan of gizmos. I don't consider them nearly as precise or fast as MoI's tools.

I suggest practicing moving, rotating, snapping and aligning objects to get the hang of it.

My $0.02 worth for the day :)

Ed Ferguson
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 From:  Frenchy Pilou (PILOU)
9858.11 
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 From:  fcwilt
9858.12 In reply to 9858.8 
Hi,

What are we looking at there. I've never seen that in MoI before.

Thanks.

Frederick
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 From:  Michael Gibson
9858.13 In reply to 9858.12 
Hi Frederick, that "wheel mode" rotation will turn on if you click (press and release) on the rotation grip of the 2D edit frame instead of drag on it.

- Michael
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 From:  fcwilt
9858.14 In reply to 9858.13 
Hi,

Thanks for the reply.

Moi never ceases to amaze me with all the things it does that I have not yet learned.

Frederick
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 From:  Michael Gibson
9858.15 In reply to 9858.7 
HI mr,

re:
> I'd still suggest you consider a gizmo as an optional preference to ease the poly folks orientation.

It is something that I would like to add, it just has not been a priority so far because in NURBS modeling you don't work by pushing points around in 3D like you do in a poly modeling program. The 2D edit frame has been a higher priority since NURBS modeling (when done with its maximum effectiveness) does involve a lot of 2D curve manipulation.

You can do some simple accurate things with the 2D edit frame that are not possible with a 3D gizmo, here is an example:


Also it is way more "low profile" than a gizmo so it can stay on all the time without getting in the way.

- Michael
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