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From: pafurijaz
import the obj directly with Moi3D V4 using the SubD option, not as an other mesh object or maybe convert them into subdivision surfaces after import with the old script maybe works even with it.
The gap was reduced manually with zooming the into it and byy moving the control vertexes near to the edge, this is my workflow with Blender.
From: Frenchy Pilou (PILOU)
So yes very cool with the SubD Import From File!
Just to Union and we have a perfect solid! :)
But i suppose it's an hard work in Blender for Joint all points first...
and a little work inside Moi for clean lateral faces! :)
From: pafurijaz
Yes a bit complex with Blender but I'm on the way, Ive looked many advanced modelling tutorials with Alias and I got this intuition but I think I can make a good interoperability between Blender and Moi3d I'm trying to reach the best surface export and import, this also gave me more skill on both subdivision and Nurbs
Single surf more complex surfaces and more problem come out, I need a snap with capability that interact with subdivide surf. but I think with a practice I can make solid from multi split subD patches with different topology and CV a good sewed surfaces below an old test with reduced gap but this has some issues on edges and isn't yet well done. but I'm happy with this new strategy :)
Blender multi subD patches
moi multi Nurbs patches
and sewed surfaces into one but has some issues on edges not perfect
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I've aligned two surfaces better in Blender and I edited with a bevel on edges with G2 continuity, now I'm happy, I have to practice
Blender aligned different patch
points shown in Moi3d
And beveled edge with G2
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From: pafurijaz
My Y fillet attempt with #Blender Nurbs surf multi patch, imported in #Moi3D via Obj format and converted in Nurbs with SubD command
This is a try with Blender for G2 continuity.
Blender Nurbs Bézier patches
Moi3D sewed surfaces imported via SubD command from and OBJ
Control Points
Control Vertext of multi multi patches bèzier nurbs surfaces
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From: pafurijaz
And for now this is the latest more complex and also a bit messy surfaces and very high density, not the best way.
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From: pafurijaz
I found the right workflow to use edge crease with Blender, you need to set sharp edges at the crease edge and also use the edge split modifiers after the subdivision modifier the subdivision modifier must be at an adequate level 1 for high mesh resolution up to a medium level (2) for a good result of the surfaces in Moi3D.
This model below was imported without interventions or anything else between the two applications, I only exported the file from Blender by applying the modifiers.
I hope it will help those like me who are looking for a solution of continuity between the two applications.
Now with Blender you can also set the angles in the subdivision options by checking the keep corner option, and this helps a lot in the modeling phase to check the subdivision surfaces.
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From: Frenchy Pilou (PILOU)
Seems very cool! Nothing to redraw inside MOI ?
From: pafurijaz
No I've imported the 3d model only, but that depend also on how the model topology was made, I made many test over the past months, but the split edges also manually can make the same result, when you import the OBJ file as SubD with Moi3D.
From: Mindset (IGNITER)
Hi pafurijaz,
Any chance you'll make a tutorial?
Respectfully,
MindSet
From: pafurijaz
Hello, and thanks for your interest, I hope to find the time to create some guidelines on this topic that I have been analyzing for years now, however, the summary of the procedure with Blender is very simple, but this implies that you also know the use of Blender.
In this case as mentioned above and in other discussions I have started regarding this topic it is that Moi3D has a subdivision conversion that does not support hard edges, but you can work around the problem in various ways, one of them is that you can divide the surfaces of subdivision in correspondence with the sharp edges you want to obtain in Moi3D, I have adapted my method to this and I can predict how I should do this.
Assuming basically that you have a model with sharp edges all you have to do is select these edges in edit mode and assign them a sharpening attribute. "edge mark sharp", and add a edge split modifier that will use this information of sharp edges and split them into export phase. when you apply the modifier with OBJ exporter add-on for Blender.
I recommend to do various experiments and you can better understand how Moi3D works in creating surfaces starting from meshes for the subdivision surfaces, however as soon as I can I try to give a brief guide but I hope that others can now help you and give you some indications on how to do it.
Greetings
From: feirui445
https://blenderartists.org/t/blender-add-on-export-to-iges/1324178
The author added a plug-in in Blender
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