Ressources (french)
Liens sur le Web au sujet de Moment Of Inspiration
page en cours de traduction
MoI home page La Home Page de Moment of Inspiration
MoI discussion forum (French) Le forum en français
Frequently Asked Questions (French) FAQ en français
MoI help file online (French) (German) L'aide en Ligne en français
Petr's MoI page, Informations variées sur Moi et Listes des Scripts et commandes customisées. (en anglais)
Contents
Tutoriels
Vidéo Différents objets à modéliser avec Moi by Michael
Steph3D Tutoriels Vidéos - peut nécessiter ce codec Quicktime , attendre un petit peu avec cetaines vidéos le temps du chargement
Une lampe halogène by Daniele : Video très détaillée
Une colone classique by Joe tuto video
Un bain japonais by Micheal tutoriel
Réparer un objet tutoriel by Michael
Une bague by Jesse Kaufman tutoriel, and #2, #3, #4, #5, #6
Bague avec le tubage 2 rails, variante avec le rail de mesure pour plus de contrôle
Product design forums modeling challenges (not specific to MoI but useful for general CAD modeling strategy).
Programmes d'aide
Plusieurs petits programmes pour taches spécifiques
Obj23dmWireframe Convertisseur de maillage OBJ ---> 3dm
Download Obj23dmWireframe converter
This enables bringing polygon data in an .obj file into MoI to use as a construction guide. Unzip it to some folder, and then you can run the Obj23dmWireframe.exe program. It will prompt you for the name of an .obj file to read, and after that the name of a .3dm file to create. It will read all the polygon data from the obj file and convert the edges of polygons into line segments, and then write those line segments to the 3dm file. You can then load that 3dm file into MoI and use those line segments to snap on to. Originally posted on the forum here.
3dmCurves2DXF Convertisseur 3dm --> DXF
Download 3dmCurves2DXF converter
This enables converting curves from .3dm to .dxf format, to help export data from MoI to some CAM programs. Unzip it to some folder, and then run the 3dmCurves2DXF.exe program. It will ask you for the name of an input .3dm file, and then the name of an output .dxf file. It will read through the input .3dm file and convert any curve objects it finds to Spline entities in the DXF file. Originally posted on the forum here.
SeparateOBJ Editeur d'OBJ
This will edit an .obj file to break objects down into smaller pieces to help with material assignment in some other programs such as Poser, HyperShot, and Bryce.
If your .obj file was exported with default settings, this will break apart pieces between any sharp edges. For example, a box will break apart into 6 different objects. But if you have rounded all the edges of the box so they are smooth, it will remain as one single piece. However, if you export your .obj file with "Weld vertices along edges" unchecked (expand the Meshing options dialog with the arrow in the bottom-left corner to see this setting), then that will set things up so that all surfaces will be broken out into individual pieces, including pieces that are smooth with one another.
To use the program, unzip it to some folder, then run the SeparateOBJ.exe program. It will ask you for the name of an .obj file and after you give it one it will edit the obj file to break larger objects into smaller object pieces, and also assigns separate material ids to each piece, which HyperShot needs to have present to assign materials to different pieces of the file instead of just one material for everything. Originally posted on the forum here and here.
Exporteur vers Blender
Download Blender import script
Anthony D'Agostino wrote a custom blender .lwo import script to enable exporting data from MoI to Blender while preserving the accurate vertex normals to get high quality smooth shading. To use the script, you need to turn vertex welding off when you export from MoI - in the Mesh options dialog, click the small arrow in the lower-left corner to expand to detailed options, and uncheck "Weld vertices along normals". Getting the accurate normals makes a significant difference in increasing render quality, it eliminates small shading glitches that happen when the shading normals are created just from averaging adjacent polygons. More information in the forum post.