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Full Version: V4 released!

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From: Fredrik (FREDRIKW)
25 Mar 2021   [#96] In reply to [#95]
Thanks Pilou!
I haven't used Moi in many years! Good old lama mode!
From: wastzzz
13 Apr 2021   [#97]
Hi Michael. Anyone noticed some slowdowns on 4K resolutions? I am experiencing very sluggish behavior when moving objects, even in empty scenes.
This is not happening on my Macbook Pro (M1), and was better on my old PC monitor.

Massimo.
From: Michael Gibson
13 Apr 2021   [#98] In reply to [#97]
Hi Massimo, what machine is the one where you're seeing the sluggish behavior?

Do you have MoI v3 set up on it? Does v3 behave differently?

- Michael
From: wastzzz
16 Apr 2021   [#99] In reply to [#98]
Hi Michael, thanks for getting back at me.
I have an AMD Ryzen 3950X 16-Core + 32GB RAM + Nvidia GTX 1070.

The thing is, all my colleagues even with a 1080p display, noticed this "sluggish" feedback overall, especially when you are dragging/moving objects.

I have installed the v3 now, and it does not present this issue.

It's becoming quite difficult to work for me, the v4 lags a bit too much.

Best,
Massimo
From: Michael Gibson
16 Apr 2021   [#100] In reply to [#99]
HI Massimo, can you please send me an e-mail at moi@moi3d.com, I can send you a test version that has a Direct3D9 display engine enabled in it.

One of the differences between v3 and v4 is that v3 used Direct3D9 while v4 uses Direct3D11. So there is some possibility that a machine can have a driver problem with v4 and not with v3 because of the different systems being used.

- Michael
From: wastzzz
18 Apr 2021   [#101] In reply to [#100]
Thanks Michael, just sent you a mail.

All the best,
Massimo.
From: mkdm
1 May 2021   [#102] In reply to [#1]
Hello Michael!

What about the porting for M1 Macs?
I mean a specific compiled version optimised for the M1, not the x86 binary ;)

Thanks and have a nice day.
From: Michael Gibson
1 May 2021   [#103] In reply to [#102]
Hi Marco,

re:
> What about the porting for M1 Macs?
> I mean a specific compiled version optimised for the M1, not the x86 binary ;)

If you send me an e-mail at moi@moi3d.com I can send you the v4 beta universal build that has x86_64 and arm64 compiles in it.

I'm still waiting for the SketchUp SDK to be released with an arm64 version to enable .skp format output, that's the one remaining library that MoI uses that does not yet have an arm64 build for it.

- Michael
From: mkdm
2 May 2021   [#104] In reply to [#103]
Hello Michael!

Thanks a lot for your reply.

I really appreciated your proposal but, unfortunately, currently I have no way to find some decent amount of time for beta testing.

But I stay tuned here to seize the day of the official release of Moi for the M1 Macs :)

Thanks and have a nice day!
From: Michael Gibson
2 May 2021   [#105] In reply to [#104]
Hi Marco, probably the final release for the M1 / arm64 universal build will be the v5 final release.

But it may also depend on when the SketchUp SDK has an arm64 build ready.

- Michael
From: mkdm
2 May 2021   [#106] In reply to [#105]
Ok. Got it :)
I'll stay tuned.

Just one final question (for now)

The M1/arm64 version will leverage on the Metal API like all many others modern App for Mac/iPad?
I really hope so.

Thanks.
From: Michael Gibson
2 May 2021   [#107] In reply to [#106]
Hi Marco,

re:
> The M1/arm64 version will leverage on the Metal API like all many others modern App for Mac/iPad?


Currently the arm64 build still uses the OpenGL API and not Metal but that is something I plan to investigate.

- Michael

Message 10083.108 was deleted


From: mkdm
3 May 2021   [#109] In reply to [#107]
Ok. Thanks for the info.

Yes...it could be a big step forward if Moi could leverage on the power of the Metal API and get rid of the "old elephant" OpenGL.

Have a nice day.
From: Michael Gibson
3 May 2021   [#110] In reply to [#109]
Hi Marco,

re:
> Yes...it could be a big step forward if Moi could leverage on the power of the
> Metal API and get rid of the "old elephant" OpenGL.

I'm not sure why you think it would be a "big step forward". If all goes well everything should function the same and there will be no apparent difference in normal operation.

- Michael
From: Metin (METIN_SEVEN)
3 May 2021   [#111]
Just upgraded to MoI V4 and installed it again after a long vacation to Blenderland. :) Feels great to return to MoI.

As MoI's UI / UX is very intuitive, it didn't take long to get acclimatized to the tools again. Looking forward to exploring what's new since V3.

One question for now: how do I change the navigation controls to match those of Zbrush?

Right now I changed my pen buttons to make the lower side-button equal the RMB, so that button rotates the perspective view, and Control + that button zooms.

I would like to pan using Alt + RMB. Is that possible?

Thanks!

Metin
From: Michael Gibson
3 May 2021   [#112] In reply to [#111]
Hi Metin, welcome back! :)

re:
> I would like to pan using Alt + RMB. Is that possible?

In moi.ini find this in the [View] section:
AltRMBPan=n

and set it to be AltRMBPan=y . Does that do what you need?

- Michael
From: Metin (METIN_SEVEN)
4 May 2021   [#113] In reply to [#112]
Many thanks Michael! It really feels good to be back. I've missed MoI's elegant workflow.

AltRMBPan=y works, thank you. Combined with the Reverse Zoom Button option the navigation controls are now exactly as in ZBrush.

Now I'm going to read http://moi3d.com/wiki/V4Beta , and refresh my MoI.ini settings memory. I've kept my prevous MoI.ini, filled with little script shortcuts. :)

Regards from the Netherlands,

Metin
From: Michael Gibson
4 May 2021   [#114] In reply to [#113]
Hi Metin, also here's an overview of the most significant new stuff for v4:

New in version 4:

Major rewrite to a cross platform code base.

64-bit builds for both Windows and Mac.

Native Mac build, compatible with new operating systems.

Multi-core processing for opening CAD files - Loading objects from 3DM, STEP, IGES, and SAT files will now use multiple CPU cores to process objects being loaded resulting in a major speed increase.

Display engine updated to make use of modern GPUs with lots of VRAM - display data is now cached in the GPU's VRAM which results in faster redraw speed for large files.

Polygon Sub-d surface to NURBS conversion method, available on the side pane under SubD > Create > From file. This a llows you to open an .obj file that contains a sub-d polygon cage and have it converted to a high quality NURBS objects in MoI. This enables a hybrid workflow where you can make a base surface for an object in a sub-d modeling program and then bring it into MoI to continue working on it with CAD tools.

Annotation objects - add dimensions and text to your model to use for 2D documentation. These are added by 7 new commands in the Dim tab on the side pane: The DimHorizontal command creates a linear dimension going in the x-axis direction of the construction plane: The DimVertical command creates a linear dimension going in the y-axis direction of the construction plane: The DimAligned command creates a linear dimension going in any direction on the construction plan All 3 of the linear dimension commands have a "From object" button in their command options which you can trigger to take the start and end point of a curve as the first 2 points of the dimension. The DimRadius command creates a radial dimension on a circle or arc curve: The DimAngle command creates an angular dimension on the construction plane. There is a "From lines" button in its command options which will allow you to select 2 line objects instead of picking points. The Leader command creates a leader object which is a text label with an arrow. The AnnotationText command creates an annotation text object which is a text box by itself, no arrows

Added dimension property preset system for controlling initial properties of newly drawn dimensions. Accessed under Options > Dimensions. The properties set for the "Default" preset are stored in moi.ini and so if you want the same settings used in all projects you can set that one. You can also create additional presets for project-specific settings. Any presets after "Default" are stored in .3dm files. When you draw a dimension there is now a "Preset:" option which you can set to control which preset will be used.

New Detailed object properties dialog. Gives additional information about the object type and allows for calculating the length of curves, the surface area or volume of a surface or solid and adjust properties for annotation objects.

DXF import - support reading layers and import/export of dimension entities. Import of TEXT, MTEXT, LEADER, and DIMENSION (linear, angular, radius/diameter sub types) is now supported. MoI will export dimensions to MTEXT, LEADER, and DIMENSION enties.

Added circumference field in addition to radius/diameter for circle drawing commands.

Add length field to ArcCenter command.

Implement sizing of the scene browser by dragging on its edge.

Update FBX export - FBX version, object names, and materials. Add option for which FBX version to use under Options dialog > Import/Export > FBX options > FBX version. Object names are now written to the FBX files instead of only generic "object1", "object2", ... names and styles are now written as materials in the FBX export. Writing materials can be disabled in moi.ini under [FBX Export] WriteMaterials=n

Settings for page size are now available in PDF/AI exports.

Handle file write errors - an error dialog will show now on file write failures like if the system ran out of disk space or permission denied.

Numerous bug fixes.

There is a more detailed list of all V4 beta release notes gathered here:
https://moi3d.com/wiki/V4Beta .

- Michael
From: Frenchy Pilou (PILOU)
4 May 2021   [#115] In reply to [#114]
Different than a What news in V4 ?

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