Difference between revisions of "Resources"

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This will contain links to useful MoI information on the web.
 
This will contain links to useful MoI information on the web.
  
[http://moi3d.com MoI home page]<br/>
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[http://moi3d.com MoI home page]
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[[FAQ|Frequently Asked Questions]]
 
[[FAQ|Frequently Asked Questions]]
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[http://kyticka.webzdarma.cz/3d/moi/ Petr's MoI page], contains a variety of MoI information including scripts and custom commands.
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== Tools and helper programs ==
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Some standalone small programs to help accomplish specific tasks.
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=== Obj23dmWireframe converter ===
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[http://moi3d.com/download/Obj23dmWireframe.zip Download Obj23dmWireframe converter]
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This enables bringing polygon data in an .obj file into MoI to use as a construction guide.
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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 [http://moi3d.com/forum/index.php?webtag=MOI&msg=1099.1 here].
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=== 3dmCurves2DXF converter ===
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[http://moi3d.com/download/3dmCurves2DXF.zip Download 3dmCurves2DXF converter]
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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 [http://moi3d.com/forum/index.php?webtag=MOI&msg=918.8 here].
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=== SeparateOBJ editor ===
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[http://moi3d.com/download/SeparateOBJ.zip Download SeparateOBJ editor]
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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 and HyperShot. 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 [http://moi3d.com/forum/index.php?webtag=MOI&msg=936.4 here] and [http://moi3d.com/forum/index.php?webtag=MOI&msg=1030.10 here].
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=== Blender importer ===
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[http://home.comcast.net/~gamma-ray/moi/import_moi.py Download Blender import script]
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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 [http://moi3d.com/forum/index.php?webtag=MOI&msg=979.1 forum post].

Revision as of 03:43, 16 November 2007

This will contain links to useful MoI information on the web.

MoI home page

Frequently Asked Questions

Petr's MoI page, contains a variety of MoI information including scripts and custom commands.


Tools and helper programs

Some standalone small programs to help accomplish specific tasks.

Obj23dmWireframe converter

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 converter

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 editor

Download SeparateOBJ editor

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 and HyperShot. 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.

Blender importer

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.