Links to useful MoI information on the web (Version Française ici)
Product design forums modeling challenges (not specific to MoI but useful for general CAD modeling strategy).
Some standalone small programs to help accomplish specific tasks.
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.
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.
This utility program can combine several input OBJ files into one single OBJ file. This may be useful if you want to build up a set of different OBJ files possibly by exporting pieces with different mesh settings, and then combine them into one OBJ file if your target program wants to work with only a single file. This was created because the freely available mesh editing tools have a tendency to remove vertex normals when combining files together, this utility will preserve vertex normals. Announced on the forum here.
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. Also see this other forum post for a link to Anthony's custom build of Blender that does not throw out normals and recalculate them for rendering.
These utilities were to help with MoI v1 which did not export material assignments to OBJ files. Since MoI v2 can control material assignments by assigning Styles, these are no longer necessary but are still included here for v1 users.
SeparateOBJ editor - Breaks an OBJ file exported from MoI v1 into smaller pieces and puts separate material assignments on each piece for import into programs that require that.
MergeOBJ editor (old version) - Edits an OBJ file to combine all the different objects in it into one single object so there will be just one material for the whole thing.