![moi3d fillet tool moi3d fillet tool](http://k4icy.50webs.com/tutorials/manual_fillet_07_trim-curves.jpg)
Conversion to polygons via FBX export produces the best nurb to poly conversions to date. Special Note: The export tools inside MoI are excellent. If the node can only accept a single number input radius, it should nevertheless be able to be applied to a pattern selection of points, much like as in my node wishlist proposal: Īlthough, I think it would be best if the selection and split operations of points to be coded within the "Fillet"node itself, but to make the procedure explicit I have shown them here as precursors nodes.File Menu Tools: Standard options found in other software. Perhaps the Fillet factory does not have this multi-processing capability. In my node wishlist proposal: I suggested that all points be selected and the "Radi" input accept a numArray, so that each corner would be rounded by the corresponding radius to number in numArray. This is not the case with points displayed when applying "ShowPts" to the same polyline.ĪFAIK, being point objects should mean that they are addressable to NE (unlike ShowPts artefacts).
![moi3d fillet tool moi3d fillet tool](http://www.k4icy.com/Moi3D_Tutorials/turbine_sports_rim_30-extrude.jpg)
Regarding the curve filleting: The points that appear when applying "Fillet" UI tool to a selected polyline, are point objects, That is to say, the points appear in the "Types" Menu of Scene Browser. It is good to hear from you I hope you are well. ĥ: number - Blend scale - Scale factor for G1-3 blend shapes.įor variable radius fillet, there can be additional inputs following consisting of a point list, radius number value, and string options group. true = fillet this corner.įtInput( 3, 1.0 ) // Fillet radiusįtInput( 4, 'Circular' ) // Fillet shape, one of: 'Circular', 'ConstantDistance', 'G1', 'G2', 'G3'.įtInput( 5, 1.0 ) // Scale factor for G1-3 blend shapes.Īnd if someone wants to make a chamfer node, the fillet factory inputs are like this:ġ: boolean - Straight corners, true = Do straight corners (only applies to brep filleting)Ģ: list of bool - Corners - If filleting a single multi-segment curve, list of corners true = fillet this corner.ģ: number - Radius - Fillet radius or distance for ConstantDistance mode.Ĥ: string - Shape, one of 'Circular', 'ConstantDistance', 'G1', 'G2', 'G3'.
![moi3d fillet tool moi3d fillet tool](https://i.pinimg.com/originals/df/6f/50/df6f500defb6280602b82c97c0470074.jpg)
Right now this assumes all corners are sharp.įtInput( 0, objs ) // Object list - objects to filletįtInput( 1, false ) // True = do straight corners (for brep filleting only).įtInput( 2, corners ) // If filleting a single multi-segment curve, list of corners. Make a list with one boolean entry for each sharp corner in the curve. How i can Filet / Chamfer Points (corners) from a Rectangle Node ?ĭown below have a look at my Youtube Channel and Twitter feed: I’ve made a lot of MeshOps in Modo and i’m looking to do same kind of things in MOI via Nodals. I’ve done a lot of Proced work in Modo MeshOps and with MeshFusion as well, but the ease of use and the clean shape result of MOI really catch my eyes. It looks really nice to me as i’m a fan of Procedural Modeling. I was more interested last days when i’ve discovered that a Nodal Editor was available. I’m also know Frenchy Pilou as i’m a french artist. My friend Mark Tomlinson, shown some amazing renders of mOI models he’ve done over the last year. I’ve been looking at MOI for years from time to time, but started to fell in love with it since few days.