I hope so - will take some time to build.
Moment of Inspiration
French version Unzip and replace it in the folder ui
New stuff:
New Construct/Network command, for building a surface from an intersecting network of curves. Also commonly called a “Gordon surface”, or a “Coons surface” for the variety where there are 3 or 4 curves just on an exterior outline.
New Construct / Curve / Project command for projecting a curve to a surface.
New Construct / Curve / Intersect command for generating curves where 2 surfaces or solids intersect each other. This will also generate point objects at intersections between curves and other objects.
Updated boolean Merge command. Previously boolean Merge was a special mode of Intersection. This was pretty hard to find so I branched this out into its own Boolean/Merge command. Merge will extract a common volume from a set of intersecting surfaces, or also combine different solids together and extract all volumes as separate pieces. Merge was also tuned up to work with curve inputs as well now, so for example you can draw a sphere and a rectangle in front if it, select them both, and then do Boolean/Merge to “imprint” the rectangle on to the sphere and leave all the pieces.
New construction line option to rotate a construction line by a specific amount. This shows up in the construction line menu that can be launched by clicking and holding down on the tag that appears after you create a construction line. This makes it possible to easily construct a new line that is at an angle relative to some other line in the scene rather than relative to the world grid which the normal angular options allow for.
New div snap option for construction lines allows for snapping to different increments between 2 points. For example, setting a div snap of 3 divisions allows for snaps at 1/3 and 2/3 the distance between 2 points (or 11/3, or -5/3, etc…). To activate this, draw a construction line and pop up the menu, there is a new “Division Snap” entry there.
Added scripting support for rotating the view. This allows for creating keyboard shortcuts to rotate the 3D view with the arrow keys. To do this, use these keyboard shortcuts:
[Shortcut Keys]
UpArrow=script:moi.ui.mainWindow.viewpanel.getViewport(‘3D’).rotate( ‘up’, 6.0 );
DownArrow=script:moi.ui.mainWindow.viewpanel.getViewport(‘3D’).rotate( ‘down’, 6.0 );
LeftArrow=script:moi.ui.mainWindow.viewpanel.getViewport(‘3D’).rotate( ‘left’, 6.0 );
RightArrow=script:moi.ui.mainWindow.viewpanel.getViewport(‘3D’).rotate( ‘right’, 6.0 );Update copy to clipboard - if the only things selected are control points, copy those points to the clipboard as separate point objects. This provides a way to extract control points from an object.
Updated revolve and rail revolve so they can be canceled. Tuned up Rail revolve so it will trim the profile curve if it crosses the axis like regular revolve did, and also fixed a crash bug in rail revolve.
Fixed a bug where Transform commands would generate a lot of unnecessary object copies on every move of the mouse, until the command was finished. For larger objects this could consume a lot of excess memory and slow things down quite a bit.
Tuned up Edit/Separate to preserve selection when you have a face sub-selection.
Some other various minor bug fixes.
Holy cow… those look great! Do they sound as great as they look?
Lemo
@lemo - better, if posssible!
Well, if a musician like Jerry Douglas (one among the few listed) uses them.
There are small soundclips for each one on the site. Different stiles, but always great tone (and great playing, too).
@pilou: thank you for the head up!
New Beta Apr-26-2007Moment of Inspiration
French version
New Text command under Draw solid / Text allows for creating text geometry from TrueType fonts.
New Helix command under Draw curve / More / Helix. This allows you to draw a coiled-spring type curve.
Updated Hide command to allow for showing only a subset of the hidden objects. The way this works is when you go to show objects, instead of just showing everything it will display all the hidden objects on the screen and allow you to select some. When you push “Done” (or right-click), only those selected objects will be shown and the rest will remain hidden. If you push “Done” or right-click without selecting anything, then everything will be shown just as in the old version. This should help out when working with more complex scenes.
Added new Angle field to advanced settings in the mesh export dialog. Normally the slider sets the angle, but now you can also enter an exact angle if you want which also allows for values outside of the slider range. For example, the roughest value for the slider is 35 degrees, but if you want a very rough low-poly mesh you can now enter an angle of something like 90 degrees.
Updated mesh export so that open objects that are simple surfaces of revolution will have their normals oriented outward from the revolve axis.
Fixed a bug with filleting curve corners where the fillet would fail on closed curves made up of only 2 segments.
Of course Text can be export to Zbrush by the Obj Export Format
Have fun!
Paste this in the [Shortcut Keys] section of the file …\Application data\Moi\moi.ini
F9=script:if ( moi.ui.mainWindow.viewpanel.mode != ‘split’ ) { moi.ui.mainWindow.viewpanel.mode = ‘split’ } else { var viewport = moi.ui.getViewportUnderMouse(); if ( viewport ) { viewport.viewPanel.mode = viewport.name } }
And you will obtain a very cool function Split on the Key F9 following the mouse position :eek:
thanks frenchy, your so helpful and awesome!
Moment of Inspiration
Tut video Boolean + Curves by Steph3D
And a little trick for see the “open curves”
Copy past this in the Section [Shortcut Keys] of the file Application Data\Moi\moi.ini
O=script:var curves = moi.geometryDatabase.getObjects().getCurves(); for ( var i = 0; i < curves.length; ++i ) if ( !curves.item(i).isClosed ) curves.item(i).selected = true;
and when you press “O” open curves will be “enlighting” in yellow
Trying to steal Pixologic’s thunder, Luxology just announced Modo 301
Theyre boasting “true 3d sculpting” now.
Oh well, and I can eat glass, and it will not hurt me.
To be fair, sculpting is going to be everywhere before long. If you think about it, it’s a fairly obvious progression. And I hope you won’t get too snippy, they’re a bunch of cool cats over at Lux.
Also, it’s not like they just did all the r&d last night; it’s been a long time comin’. Only like 10-15 minutes of Brad’s hour-and-a-half long video talked about sculpting, as they also announced a bunch of other stuff for 301.
Viva ZB3! Viva Modo3!
Thanks for the MOI stuff Frenchy. That has come in handy for me many times
Oh, I dont care about the scultping thing. I love Silo 2. I mean, Id never use it for serious sculpting, but some people like it to help them flesh out form. I think the timing of their press release announcing the non-availability of something everyone knew was coming anyways was a little silly.
Version of the 12 June
Have fun with it?
You can export Nurbs to Zbrush by the incredible Export Engine OBJ Format
french Version
The obj export will do quads only now?
N-GONSSSSSSSSSSSSSSSSSSSSSSS !!!
and quads’n triangles…
Did I mention it also exports N-GONSSSSSSSSSSSSSSSSSSSSSSSSSSSS now?
Perfect renders. 2bad that Zbrush is not dealing with N-Gons. Of course for apparent reasons…
Lemo
…possibilities for the OBJ export format
Thanks for the heads up Frenchy
MOI is the first experience I’d had with Nurbs and I like it. I use it often for little odds and ends pieces. The interface is great.
Thanks also for the little tutorials. They helped me a lot.