12/19/2023 0 Comments Scripting ink2go![]() > Basically, every time you see the XYZ manipulator disappear to be replaced by a faint red L shape ![]() simply starting the discussion is always interesting :) ) (And even if this end up being not useful as a MOI feature. Now I understand that the same end object could have been achieved by projecting trim curves onto the surface of an elongated sphere - but my point is that in order to "sketch" the preliminary guidelines of such an object, being able to work like a sculptor bending wires in space can be a good production boost. Meanwhile, the main world grid remains a standard floor, meaning that it gives me a good frame of reference to shape the form in space. It allows me to organically control the behavior of that backpack/saddle shape and make fine adjustments according from viewing angles very different from X Y and Z. Basically, every time you see the XYZ manipulator disappear to be replaced by a faint red L shape I am actually toggling to screen mode to make control points edits in a freeform way, all in perspective view. (the spline creation process is pretty solid in that program however MOI is a far better option when it comes to surfacing said splines, hence my interest :) ) I did test the CP scripts mentioned and they are very interesting - they certainly are close to what I am trying to achieve, but I find that there is a bit of a clunky feel about them, in the sense that they require to juggle between different views, and they also (obviously) modify the orientation of the regular floor grid, which I find to be detrimental to spatial perception.Īgain, trying to explain it all in words is pretty tough so I put together a quick video using the spline toolset from Max2009. On my end I wanted to make sure to provide a more precise example to clarify things, hence the delayed reply. Hi again everyone, thank you so much for the fast replies! Great consumer service and a great community :) If you set up one of those scripts on a shortcut key when you trigger it your drawing plane will become aligned to your current view direction and then all your drawing will go onto that plane. There are a couple of scripts that you can set up which will align the construction plane to the current 3D view direction if that helps at all with what you're trying to do. So just in general if it's a kind of sculpting feel that you're looking for you would really be better off in a program that emphasizes that approach like those various polygon modelers. In general MoI is primarily focused on generating most of your model using 2D curves, with 3D shapes being formed more by intersections between different shapes generated from 2D profiles rather than trying to directly sculpt the shape in 3D very much. Maybe it would also help if you could show the kind of model that you're trying to create - it's entirely possible that MoI is just not the right tool for the job if you're trying to produce something with sculpted and squiggly 3D detail in it. Yeah I guess I'll need some more explanation or examples for what you're trying to achieve, because as far as I could tell from your previous example just having straight snap enabled would be able to achieve what you were looking for in that particular case. ![]() > a quick gif asap to clarify what I mean :) Hope it can help! > Anyways - these kind of UX subtleties are pretty hard to explain in words - I will try to make I hope that may help to explain why some things are set up a bit differently than what you're used to. So the toolset also emphasizes things that are also of use while drawing curves too, not just on after-drawing manipulation. MoI's modeling strategy is more about drawing curves and then constructing big chunks of your model using those curves (as profiles for construction or as cutters), so the process of drawing is much more emphasized in MoI, it's overall more similar to something like "illustration" rather than "sculpting". The big difference is that the other programs that you're talking about like 3DS Max and Maya follow a much different modeling strategy than MoI's NURBS based one - in those poly modeling programs the focus is much more on squishing 3D point cages around which is kind of similar to sculpting like you mention. > and comparison videos showing the desired behavior as seen in other 3D programs. Also if you need to see more test cases of this issue, I would be happy to provide other examples
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