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Messages - RMS

Pages: [1] 2 3 ... 76
1
Scripting / API Help / Re: OSX version of API
« on: Today at 09:49:42 AM »
argh, sorry. I fixed this problem locally quite a long time ago, but I did not realize I had forgotten to push it to the remote next_update branch. I updated the build script to use pcre-8.36, and it now downloads it from a location that should be more reliable (i.e. my dropbox). Also the top-level python build script automatically does this.

This is now in the master branch, as well as an updated python_osx disturb that works with 2.9

2
use Move mode instead. It is the same as Drag but with auto-remeshing disabled.

3
Questions & Troubleshooting / Re: Make model solid...
« on: Today at 08:55:42 AM »
transferring colors in make solid would be very easy, can't believe I didn't remember to do this. I will try to have it for the next release.

4
Questions & Troubleshooting / Re: How vectors work?
« on: Today at 08:54:29 AM »
Y is up inside meshmixer. So, if you are thinking Z is up, then you have to rotate everything by 90 degrees. But you cannot just swap y and z coordinates, that reverses the handed-ness of the coordinate system.

5
the initial case you showed is kind of a bug. There really isn't a clear "right" thing to do when a plane-cut on a selection has the plane intersecting the selection boundary. I'm not sure the facegroup change expanding to the entire model makes sense.

6
have you checked the physical dimensions of your model? If you can send a sample file perhaps I can check it.

7
Wish List / Re: Make supports connect to X axis
« on: Today at 08:43:22 AM »
I don't entirely understand what you are asking for...would be great if you could post a sketch or something.

8
Wish List / Re: ObjectsBrowser Hierarchy
« on: July 03, 2015, 08:24:06 PM »
I get it. We definitely need some way to organize the scene.

I am not 100% sure about having a hierarchy in the object browser, though. I know that is how everyone else does it, but it always seems like such a mess.

9
Bug Reports / Re: Weird supports
« on: July 03, 2015, 08:20:13 PM »
would be very helpful if you could post a test file and explanation of what you are doing...I cannot reproduce this from your description...

10
Scripting / API Help / Re: How to use plane-cut api
« on: July 03, 2015, 08:16:26 PM »
I am not sure you can directly set the normal parameter...I think that may only work for reading back the plane normal (sorry don't have the code in front of me).

I believe you have to set the "rotation" parameter, i.e. a matrix that rotates the initial normal (0,1,0) to point in the direction you want.

11
General Discussion / Re: MagWeb: Mixed Papers
« on: July 03, 2015, 08:10:02 PM »
great explanation. That is basically the only way to do it with booleans.

If you just want to measure the difference, another way is to flip the normals on the one you want to subtract, combine the two, and then do Make Solid, and use Accurate mode. It will treat the inverted surface as "inside", i.e. a hole, and because the gap is effectively 0, remove the areas. However it is not 100% robust and may leave some weird floaty bits or ribbons...

12
General Discussion / Re: How much RAM/disk space does Meshmixer need?
« on: July 03, 2015, 08:04:32 PM »
Meshmixer will not inherently crash from "insufficient RAM" on any computer that has virtual memory enabled (IE all modern computers, unless you disabled it explicitly for some reason). If you set a hard limit on your system's virtual memory usage, *or* you run out of hard-disk space for virtual memory, then it will crash because the operating system will not be able to give us more memory to use.

Except in the cases of significant memory leaks (which can occur but usually are quite obvious and we find them quickly), the vast majority of RAM usage is just to store the triangles of your mesh (including undo history), the rendering data structures, and the spatial data structures we need to efficiently manipulate the mesh. These are about as compact as we can make them. We can use less memory, but then the operations will be slower - this is an unavoidable trade-off. Our preference is to use more memory and have more interactivity.

On a modern CPU/GPU with sufficient RAM, you can work with up to about 5 million triangles in the active object. Larger than this and the compute and rendering overhead starts to slow things down too much. In these cases more RAM will *not* help. When I say "sufficient RAM", my guess would be 8GB, I have a 64-bit system at home with 8GB and I can work with the same files I use on a larger machine. However, I can't also be running a ton of other stuff.

We have used much larger files (I test sometimes with a 10M triangle file, and at least one user has reported loading in a 36M triangle file). This requires more RAM, but it won't crash if you have the disk space for the virtual memory. However it will be incredibly slow (the rendering will grind to a halt) and this makes many tools unusable.

If you want to work with huge files, please try Autodesk Memento. This software (also free) makes a different trade-off, it handles arbitrarily-large files but doesn't provide the range of interactive tools that meshmixer does.

13
Announcements / Re: meshmixer 2.9
« on: July 03, 2015, 07:49:13 PM »
You can also delete a pivot by selecting it and hitting 'x', or the delete key (fn-delete on OS X). In meshmixer 'x' functions as a generic delete-selected-stuff hotkey.

14
Announcements / meshmixer 2.9.1
« on: June 24, 2015, 11:37:33 AM »
We just released a small update to meshmixer 2.9, which adds the following:

- Incorporation of 3D Hubs as a 3d printing service option
- Ability to add an alternate proxy server for network connections

If you want to try either of these, hit up the download page and grab 2.9.1

(There are also a few bugfixes, but unfortunately none of the fixes reported after releasing 2.9 were developed in time. We will hopefully get those out in a future point-release.)

15
Announcements / Re: meshmixer 2.9
« on: June 24, 2015, 11:35:33 AM »
OK, I can't reproduce on Windows, I will try on OSX.

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