NGon WIP
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 From:  Frenchy Pilou (PILOU)
162.28 
Obj format with
Silo seems good
Blender not!
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 From:  Kreten
162.29 
Michael heres a try I would like you to test meshing with MoI!
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 From:  Michael Gibson
162.30 In reply to 162.28 
> Obj format with
> Silo seems good
> Blender not!

Too bad - it appears to have imported it ok but it looks like Blender is only supporting triangles and quads, not ngons...

It used to be that hardly anything supported ngons. I suppose that's why nobody else has attempted to do an NGon NURBS export before.... Until now. :)

Thanks for testing it with all these different modeling software, that is a big help to know how it is working with different systems!

- Michael
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 From:  Frenchy Pilou (PILOU)
162.31 In reply to 162.30 

Import OBJ format with
The Old Amapi 6.1 (became free) perfect! A task!
http://forums.polyloop.net/forumdisplay.php?f=83

Anim8Or (some triangles)
Kerkythea (some triangles)
Metasequoia (some triangles)
Wings3D don't Want load !!!
Shade 7.21 don't Want load!!!

EDITED: 13 Oct 2006 by PILOU

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 From:  Michael Gibson
162.32 In reply to 162.29 
> Michael heres a try I would like you to test meshing with MoI!

It's attached. Here is what it looks like with n-sided polygons and no triangles:


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 From:  Frenchy Pilou (PILOU)
162.33 
Tricky cutting!

Does Moi will import OBJ ?
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 From:  Frenchy Pilou (PILOU)
162.34 

A video from Steph who shows that some points are not "merged" but not visible to the eyes :)
So some surfaces are "open" !
http://annur.free.fr/MoI/PolyNM1.rar

Keep the good work :)

EDITED: 13 Oct 2006 by PILOU

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 From:  Michael Gibson
162.35 In reply to 162.25 
> From Steph
> Seems a little prob with normal :"Blue" is not good oriented! (so they go to internal object)

I think I have fixed the orientation problem now. Can he please try the attached version and see if it is properly oriented? Thanks!

- Michael

EDITED: 25 Aug 2008 by MICHAEL GIBSON

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 From:  Michael Gibson
162.36 In reply to 162.33 
> Does Moi will import OBJ ?

No, not for V1. I'm not really focusing on having polygon modeling tools in MoI at this point.

- Michael
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 From:  Michael Gibson
162.37 In reply to 162.34 
> A video from Steph who shows that some points are not "merged" but
> not visible to the eyes :) So some surfaces are "open" !

Yes, these are the so-called "T-junctions". I plan on fixing these, but that is going to be more complicated, probably not for a few days at least.

That is probably the most complicated part of finishing up this meshing system.

- Michael
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 From:  Frenchy Pilou (PILOU)
162.38 In reply to 162.37 
An another one! Yes! Bryce 5 :)



EDITED: 13 Oct 2006 by PILOU

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 From:  Frenchy Pilou (PILOU)
162.39 In reply to 162.37 

It's ok for Steph for the Normals with C4D :)
He ask to keep possibility of "welding" in option for the toon technic rendering in C4D :)

I shall remake tests with this new file :) (output2)

EDITED: 13 Oct 2006 by PILOU

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 From:  Frenchy Pilou (PILOU)
162.40 
So with OBJ output2 :)
Same results just better for Wings3D : normals (blue) and some faces curious like in the little base circular round right down )
Silo ok
Amapi 6.1 OK
Bryce 5 OK

Anim8Or (triangles)
Kerkythea (triangles)
Metasequoia (triangles)

Maxwell Studio a lot of triangles !

Shade 7.21 do not load (Buffer overun)

Image for Wings3D

EDITED: 13 Oct 2006 by PILOU

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 From:  Michael Gibson
162.41 In reply to 162.39 
> He ask to keep possibility of "welding" in option for the
> toon technic rendering in C4D :)

Yes, there will definitely be an option for doing it or not, so don't worry, his toon rendering will be safe... :)

It may default to on, and he will just have to uncheck it for doing toon renderings.


I'm currently working on a way to have the density increase and decrease much more gradually as you move the slider, this should help reduce the current problem of trying to get a little bit more polygons in one area and having other places double in density and become too heavy.

- Michael
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 From:  Frenchy Pilou (PILOU)
162.42 In reply to 162.41 

< his toon rendering will be safe.
Thx with that make toons like Tex Avery will be cool :D

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 From:  Kreten
162.43 
Very nice!
But yes as you said when you import this into Rhino it tends to get mesd up and triangulate:-(
Any way to avoid this so that you have quads in Rhino?
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 From:  Michael Gibson
162.44 In reply to 162.43 
> Any way to avoid this so that you have quads in Rhino?

No, not really. Trimmed areas just don't naturally generate minimal quads, they more naturally generate minimal n-sided polygons...

- Michael
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 From:  Schbeurd
162.45 
Some examples in Modo 202
Seems there are still some problems importing the geometry there...

More than 16000 vertices merged when I used the "merge" command !

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 From:  Schbeurd
162.46 

Render in Modo 202.
Not bad at all, but some missing geometry and artefacts...

I used the new output file

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 From:  Michael Gibson
162.47 In reply to 162.46 

> Render in Modo 202.
> Not bad at all, but some missing geometry and artefacts...
>
> I used the new output file

Hmmm, that is disappointing. I sort of assumed that Modo would be more robust in this area, as best I can tell right now those seem to be bugs in Modo's handling of ngons.

I closely examined the area where you've got a hole near the bottom in your test using the new output, and I just can't see anything wrong with the polygon structure there, it's a pretty simple 5-sided ngon..

But we'll see - maybe I'm putting out duplicate points or something that Modo doesn't like. (Edit: after checking, I can't find anything wrong there).

I've attached a file here that contains just that single 5-sided ngon. Can you please test this with modo and see if it will read it or not?

- Michael

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