Marcel, Thank you. Lots of effort is going into making everything clear, quick, and simple. Something I hope to get better at with time as more videos get made. Thanks for the good vibes and encouragement.
This is currently the best solution for getting CAD meshes into Blender, especially when it comes to bevels or chamfers. So thank you for taking the time to make such a helpful tutorial!
I know a bunch of people using Moi purely for the amazing export function, including a guy that models in fusion 360 and uses Moi for exporting. truly a great piece of software.
I've discovered your channel while looking for some MOI tutorials and I have to say that your video was very entertaining and informative, well done ! I'll check your other vids. I've just installed MOI about a few hours ago so I'm a total rookie but having used Alias in the past and being a 3ds Max user I have the feeling some basic tools are not implemented or optimized in MOI ( for instance: aligning properly, modifying pivot points, snapping tool not complete,...).
Welcome aboard. You'll pick it up really quickly. As far as aligning, pivot points, snapping - Moi has it's way of doing all this it's just a bit more like an autocad software. If you don't see alignment tools that you like the community has some you can scoop up on the moi forum. What's unique about Moi is it's meant to stay simple and streamlined to just do what it does. So while it's not a maya, blender, modo with all the bells and whistles that's also its charm. Over the years I still come back to Moi when I work because of that. I know the tool and I can focus on the thing I want to make when it's something Moi can do well. I hope you enjoy using it as much as I do.
@@liminal4d, so far I only used MOI for a boolean operation between an extrusion and a revolution and it did well. Compared to Alias for instance you are sure to have a closed volume, it was important for me because I use Vray edgetex shader to simulate a filet in my render and if your volume is not closed then it doesn't work. I didn't try any specific MOI features like filet or bevel on my volume but I'll explore them more thoroughly to see of far can it go. Cheers.
I don't think Timmy gets a creation vid unless it becomes an ongoing schtick for fun. It was a nod to your helmet request, just for fun and let you know it's on the way.😉
If you wanted to hollow the helmet out, I'd guess your thinking printable and wearable. In that case it's a matter of breaking the model up into pieces that make sense and shelling/ adding thickness to the parts.
Awesome! Just what I needed. Thank you so much. If you just want to send final models to Blender what settings do you suggest? Say I make something in Moi and just want to slap textures or materials on it in Blender for render in Cycles or EEVEE, no editing of models...do you suggest FBX or OBJ?
OBJ export using the Moi v4 will work to go to Blender. For the settings, increase the poly count watching the silhouette of your model from different angles. The smoothing that happens in the export settings will give a clean result, you just want to increase polygons to the point that the hard edges aren't apparent on the curved surfaces. Use the divide larger than setting to break up faces. This helps Blender keep the smoothing on the model looking good with no stretching. Awesome!
Oh, and if your model doesn't look as smooth as you want inside of Blender you can right click on your model and select "Shade Smooth" under the Object Context menu.
did u just run a subd on Timmy or did u do a clean up (connecting vertecies) before running the subd. not clear from the video.. the way u exported the mesh out of moi with that topo you have to do some cleanup, right?
Good question. Near the end of the video the tutorial is essentially over but I wanted to include the bit about fbx importing. So I just imported the higher resolution version shown earlier in the video (the one rendered in keyshot) and used that to create the rendered version in blender. Even though the tut isn't about rendering in blender it's some visuals to play while the last bit on importing is explained.
Hi Pier, Blender is like a swiss army knife with a lot tools and capabilities where Moi is like a switch blade and does one thing really well. Aside from Blender's animation, compositing, rendering toolsets, it's primarily a poly modeling software (it can do Booleans as well too). Moi is only a nurbs modeling software. The modeling approach is different with nurbs vs polys. There are other nurbs based software's like Rhino and Fusion as well. I created these tutorials on Moi because even today it's unmatched in my opinion for the following reasons: 1. simplicity 2. consistent quality Boolean results 3. consistent export and conversion to polys 4. water tight meshes have additional benefits including great for 3d printing I use several other software's on professional projects including blender. I keep Moi 3d in my tool kit because it's simple and reliable. After working long hours, long days, there is just something refreshing every time I need to model something with Booleans. I open up Moi, and I'm there to do one thing. I don't have to click on a bunch of menus, toggle things, check things, it's just straight to making the thing and I'm exporting back to other software to keep going. I think it also might have to do with the clean ui. It's a bit dated visually but it doesn't get in the way. Totally a personal thing but when working on a big project, when I jump into Moi it's kind of breathe of fresh air. So it's a nice break while working, lol, if that makes any sense. All that said, you can definitely achieve comparable results in Blender, especially if you look into some Boolean plugins for blender. Some people want to stay in one software as much as possible, I get that vibe too. If you're looking for plugins that make Boolean modeling in blender easier, I recommend checking out Chipp Walters RUclips channel. He's actually an old Moi guy himself! He moved over to blender and built some cool tools that incorporate blender's Boolean tools. It makes it all a bit easier and fun to use. For me, I'll stay with Moi for the foreseeable future. It's just easy, clean, and direct for consistent Boolean results without a lot of extra steps.
Also, I don't know your modeling background but if you're interested in learning more about poly modeling vs. nurbs let me know. I can add it to a short list of videos to make.
Oh, and I should also say that it depends on what your interest is in 3d modeling. If you're making digital art for example, blender is a great choice for a lot of the process. You can make things precisely in Blender but it's made mostly for things that exist digitally. Moi is an example of a software that is geared toward inputting precise dimensions so it's easier to make more precision parts and elements. At the end of the day, you can achieve comparable results in many software's, it comes down to what you're planning on doing with it and personal preference.
Hello!! Awesome tutorial man! I just have an issue when importing from Moi to Blender, I wonder if it's possible to preserve all the folders and hierarchy from the original STEP file? I've seen in your video that you also have all the parts separated into objects... Is there any way to preserve the folders and the original object distribution?
I tried my best, but some parts of hard surface modeled objects, like flashlight cnc cutouts just over the body, not through, distributed throughout the entire surface with different types of sizes, makes cleaning the pain. moi doesn't get the result, where edges are enough to connect to each other. I don't know, is it possible to do somehow in zbrush with creases and poly groups with pleasure?
@@liminal4dmy model is made in siemens nx, after I export in step format in moi 3D to extract quad topology with n-gons for blender remeshing for subdivision modifier to sale it after.
@@MaximumAbility make sure export from seimens is compatible with native moi format so you're starting with a nurbs model in moi. Export a fbx to blender to its not triangulating. Exporting settings will require tweaking as each model is different. Goal is to get smaller than,/ larger than values adjusted so small areas of model and large surfaces get relatively similar sized ngons. In blender merging verts, slicing and modifying edges will be required to clean everything up but if you can tweak settings enough it's still faster than full retopolgy.
Also make sure model is a solid, no gaps in mesh, or small detailed areas may simplify with holes in it. For more info on that check out my vid on preparing a model for 3d printing. Some of that may help
Living in Canada, "Moi" is French for "me" (well, one form of it anyway). So I've always pronounced "Moi 3D" as if it was French... phonetically it would be "mu'wah"...just say it with a 'French accent' and you got it. ;)
That's a solid option for sure, makes sense too. I listened to a podcast by the creator of Moi and he said it's supposed to be pronounced (Mo-Eye) short for Moment of Inspiration. I have a hard time pronouncing it that way. I don't like hearing people mispronounce things in tuts, not that it should matter but yeah, the way I say Moi in a sentence isn't always right, and that bugs me when editing the videos. XD
Export settings for 3D Printing: ruclips.net/video/RWxGWfuGRnM/видео.html
Mate, you have the most entertaining modeling tutorials on the planet and a straightforward learning experience. Keep it up!
Marcel, Thank you. Lots of effort is going into making everything clear, quick, and simple. Something I hope to get better at with time as more videos get made. Thanks for the good vibes and encouragement.
Bit late but absolutely criminal how you didn't get more views for this. It's pretty simple yet very few free tutorials on it. Thanks man.
appreciate that banik, thank you
This is currently the best solution for getting CAD meshes into Blender, especially when it comes to bevels or chamfers. So thank you for taking the time to make such a helpful tutorial!
Glad it helped, thanks for the comment
thank you for ur service timmy
So useful tutorial ! im eager about next Moi Tutorials! thanks for sharing all this goods advices
Awesome...looking forward to more MOI3D tutorials....
thanks, more coming soon
I know a bunch of people using Moi purely for the amazing export function, including a guy that models in fusion 360 and uses Moi for exporting. truly a great piece of software.
yeah it's a gem for sure.
You are an amazing Teacher. Thanks for sharing your skills.
Fun and informative
excellent, info I had been having that issue with importing fbx and now I know why 🙂
that's great to hear
I've discovered your channel while looking for some MOI tutorials and I have to say that your video was very entertaining and informative, well done !
I'll check your other vids. I've just installed MOI about a few hours ago so I'm a total rookie but having used Alias in the past and being a 3ds Max user I have the feeling some basic tools are not implemented or optimized in MOI ( for instance: aligning properly, modifying pivot points, snapping tool not complete,...).
Welcome aboard. You'll pick it up really quickly. As far as aligning, pivot points, snapping - Moi has it's way of doing all this it's just a bit more like an autocad software. If you don't see alignment tools that you like the community has some you can scoop up on the moi forum. What's unique about Moi is it's meant to stay simple and streamlined to just do what it does. So while it's not a maya, blender, modo with all the bells and whistles that's also its charm. Over the years I still come back to Moi when I work because of that. I know the tool and I can focus on the thing I want to make when it's something Moi can do well. I hope you enjoy using it as much as I do.
@@liminal4d, so far I only used MOI for a boolean operation between an extrusion and a revolution and it did well. Compared to Alias for instance you are sure to have a closed volume, it was important for me because I use Vray edgetex shader to simulate a filet in my render and if your volume is not closed then it doesn't work. I didn't try any specific MOI features like filet or bevel on my volume but I'll explore them more thoroughly to see of far can it go. Cheers.
Thanks!. This exporting is amazing for lower poly stuff I made on fusion
right on
You've done it again. Your videos are both intuitive and entertaining. Is Timmy getting his own creation vid? How do you hollow him out?
I don't think Timmy gets a creation vid unless it becomes an ongoing schtick for fun. It was a nod to your helmet request, just for fun and let you know it's on the way.😉
If you wanted to hollow the helmet out, I'd guess your thinking printable and wearable. In that case it's a matter of breaking the model up into pieces that make sense and shelling/ adding thickness to the parts.
Awesome! Just what I needed. Thank you so much.
If you just want to send final models to Blender what settings do you suggest? Say I make something in Moi and just want to slap textures or materials on it in Blender for render in Cycles or EEVEE, no editing of models...do you suggest FBX or OBJ?
OBJ export using the Moi v4 will work to go to Blender. For the settings, increase the poly count watching the silhouette of your model from different angles. The smoothing that happens in the export settings will give a clean result, you just want to increase polygons to the point that the hard edges aren't apparent on the curved surfaces. Use the divide larger than setting to break up faces. This helps Blender keep the smoothing on the model looking good with no stretching. Awesome!
Oh, and if your model doesn't look as smooth as you want inside of Blender you can right click on your model and select "Shade Smooth" under the Object Context menu.
@@liminal4d Hey thanks for info. Can I use Moi v3?
RIP Timmy. You will be remembered
Awesome, so funny tutorial
did u just run a subd on Timmy or did u do a clean up (connecting vertecies) before running the subd. not clear from the video.. the way u exported the mesh out of moi with that topo you have to do some cleanup, right?
Good question. Near the end of the video the tutorial is essentially over but I wanted to include the bit about fbx importing. So I just imported the higher resolution version shown earlier in the video (the one rendered in keyshot) and used that to create the rendered version in blender. Even though the tut isn't about rendering in blender it's some visuals to play while the last bit on importing is explained.
Hi, what's difference between modeling in MOI3D and Blender (Ease, precision, uses, etc)? Thanks
Hi Pier, Blender is like a swiss army knife with a lot tools and capabilities where Moi is like a switch blade and does one thing really well. Aside from Blender's animation, compositing, rendering toolsets, it's primarily a poly modeling software (it can do Booleans as well too). Moi is only a nurbs modeling software. The modeling approach is different with nurbs vs polys. There are other nurbs based software's like Rhino and Fusion as well.
I created these tutorials on Moi because even today it's unmatched in my opinion for the following reasons:
1. simplicity
2. consistent quality Boolean results
3. consistent export and conversion to polys
4. water tight meshes have additional benefits including great for 3d printing
I use several other software's on professional projects including blender. I keep Moi 3d in my tool kit because it's simple and reliable. After working long hours, long days, there is just something refreshing every time I need to model something with Booleans. I open up Moi, and I'm there to do one thing. I don't have to click on a bunch of menus, toggle things, check things, it's just straight to making the thing and I'm exporting back to other software to keep going.
I think it also might have to do with the clean ui. It's a bit dated visually but it doesn't get in the way. Totally a personal thing but when working on a big project, when I jump into Moi it's kind of breathe of fresh air. So it's a nice break while working, lol, if that makes any sense.
All that said, you can definitely achieve comparable results in Blender, especially if you look into some Boolean plugins for blender. Some people want to stay in one software as much as possible, I get that vibe too. If you're looking for plugins that make Boolean modeling in blender easier, I recommend checking out Chipp Walters RUclips channel. He's actually an old Moi guy himself! He moved over to blender and built some cool tools that incorporate blender's Boolean tools. It makes it all a bit easier and fun to use.
For me, I'll stay with Moi for the foreseeable future. It's just easy, clean, and direct for consistent Boolean results without a lot of extra steps.
Also, I don't know your modeling background but if you're interested in learning more about poly modeling vs. nurbs let me know. I can add it to a short list of videos to make.
Oh, and I should also say that it depends on what your interest is in 3d modeling. If you're making digital art for example, blender is a great choice for a lot of the process. You can make things precisely in Blender but it's made mostly for things that exist digitally. Moi is an example of a software that is geared toward inputting precise dimensions so it's easier to make more precision parts and elements. At the end of the day, you can achieve comparable results in many software's, it comes down to what you're planning on doing with it and personal preference.
Hello!! Awesome tutorial man! I just have an issue when importing from Moi to Blender, I wonder if it's possible to preserve all the folders and hierarchy from the original STEP file? I've seen in your video that you also have all the parts separated into objects... Is there any way to preserve the folders and the original object distribution?
Have you tried exporting as fbx or obj? That should keep the parts separate.
I tried my best, but some parts of hard surface modeled objects, like flashlight cnc cutouts just over the body, not through, distributed throughout the entire surface with different types of sizes, makes cleaning the pain. moi doesn't get the result, where edges are enough to connect to each other. I don't know, is it possible to do somehow in zbrush with creases and poly groups with pleasure?
What is the cleanup for and what software are wanting to send it to?
@@liminal4dmy model is made in siemens nx, after I export in step format in moi 3D to extract quad topology with n-gons for blender remeshing for subdivision modifier to sale it after.
@@MaximumAbility make sure export from seimens is compatible with native moi format so you're starting with a nurbs model in moi. Export a fbx to blender to its not triangulating. Exporting settings will require tweaking as each model is different. Goal is to get smaller than,/ larger than values adjusted so small areas of model and large surfaces get relatively similar sized ngons. In blender merging verts, slicing and modifying edges will be required to clean everything up but if you can tweak settings enough it's still faster than full retopolgy.
Also make sure model is a solid, no gaps in mesh, or small detailed areas may simplify with holes in it. For more info on that check out my vid on preparing a model for 3d printing. Some of that may help
👍
Living in Canada, "Moi" is French for "me" (well, one form of it anyway). So I've always pronounced "Moi 3D" as if it was French... phonetically it would be "mu'wah"...just say it with a 'French accent' and you got it. ;)
That's a solid option for sure, makes sense too. I listened to a podcast by the creator of Moi and he said it's supposed to be pronounced (Mo-Eye) short for Moment of Inspiration. I have a hard time pronouncing it that way. I don't like hearing people mispronounce things in tuts, not that it should matter but yeah, the way I say Moi in a sentence isn't always right, and that bugs me when editing the videos. XD