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Messages - RMS

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1
the random face groups were a bug, which is now fixed. Thanks for the post!!   (btw I found the file myself on thingiverse...."ecorche" =)

2
for some reason it has random face-groups assigned...I will have to try to figure out why. But, it is easy to fix - just select the entire mesh (ctrl+a) and then do a Clear Facegroups (ctrl+shift+g).

It also had some cracks for me..try doing Edit / Close Cracks  (with no selection), then Analysis / Inspector to fix the holes/etc.

You also might want to remesh down (this will take a while) as the mesh is clearly a reduced version of a millions-of-polys sculpt. So, it has lots of triangles near sharp edges and very few in the middle of flat/smooth areas. This is not ideal for meshmixer...

3
Questions & Troubleshooting / Re: Win 7 64 MM crashes on print
« on: July 27, 2014, 07:02:19 PM »
sounds odd...you could try generating the log file? Instructions here: http://meshmixer.com/help/faq.html

4
weird! Can you point me to the thingiverse file? I have no idea why it looks like that...

5
Wish List / Re: Units/scale for selected or visible objects only
« on: July 27, 2014, 06:59:58 PM »
The units/scale tool is a bit different than the scaling handles...it allows you to precisely set the real-world size of the scene. So if you want your object to be 10mm long, you can do that with Units/Scale, whereas with the Transform tool it will require trial-and-error to get in the ballpark (and you can't ever see the dimensions of single objects, if you have multiple objects loaded).

This might be easy to implement, I will look into it. Thanks for the request!

6
Gallery / Re: Latest print - done with the help of Meshmixer
« on: July 26, 2014, 08:50:30 PM »
amazing!! I enjoyed your description of the printing process. Have you found that the oil on the filament makes a big difference? I have never tried it.

7
Yes, these problems with the axis-scaling have been around forever...although I think if you accept the transform and then do it again, you will find that it scales in world coords (and *only* world coords...)

8
Bug Reports / Re: Version 2.4 on XP
« on: July 26, 2014, 08:43:38 PM »
Sorry, there have been additional third-party libraries/etc added, and I guess at least one of them is not compiled for XP...will look into it (but I can't promise that it will be fixable... =\ )

9
Gallery / Re: MagWeb: Mixed Meshes
« on: July 26, 2014, 08:42:30 PM »
Sorry, that tool (the clone brush) is not in meshmixer today. It was in an early prototype, but we haven't had time to port it over to the current meshmixer (I won't bore you with software-engineering excuses...)

You can do something similar using the part drag-and-drop capabilities. Basically make a selection, then run Convert To -> Convert to Open Part. The your selection will be available as a drag-and-drop part under the Meshmix button (you will have to switch the category at the top to "My Parts")

To make armor/etc, a nice way is to make a selection on the base mesh (ie the character), then run Smooth Boundary (b hotkey). Then run the Offset tool, or the Extract tool (Extract is faster/simpler but can fold over in some areas, where Offset will do better). This will create the inner shell of the armor. Then either use Offset again, with the Connected box checked, or use Extrude, to thicken the shell into a solid.

(If you don't want a separate object, you can just use Offset (with Connected) or the Extrude tool)

10
Questions & Troubleshooting / Re: Supports generated inside objects
« on: July 13, 2014, 07:34:37 PM »
One way to automatically separate the support structure is to use the 'Convert to Solid' button in the Overhangs tool, after you have generated support, and in the popup select 'New Object'. This will create another support mesh that is a separate object, so you can hide the original mesh and delete any internal bits.

Note that the original support structure will also be kept - You will have to go back into the Overhangs tool on the original mesh, and do a Remove All Supports.

Many of the internal support posts are due to some bugs which we have mostly sorted out. So, improvements will be coming.

11
Bug Reports / Re: shapeways export
« on: July 13, 2014, 07:25:41 PM »
excellent questions! Please give me a bit of time to find some answers (I do not work on the 3DP view directly)

12
Bug Reports / Re: Supports in wrong position after move
« on: July 13, 2014, 07:23:24 PM »
Thanks for the reports. I will look into it.

13
Bug Reports / Re: Supports not generated
« on: July 09, 2014, 12:33:33 PM »
Well, the first problem is that your object is 2.5mm high. So, it is too small - the default support post is 2mm wide, so none will fit! Use the Units/Scale tool to make it larger.

The mesh itself is kind of the worst case for meshmixer - all long skinny triangles. So, if you feel like the support is not as good as you would like, try using the Make Solid tool to create a version with better triangles.

14
Questions & Troubleshooting / Re: OSX 10.6.8 Crash
« on: July 08, 2014, 08:58:58 PM »
Yes, sorry, we do not support 10.6 anymore, due to Apple no longer supporting it in XCode. You will have to try out an older version (I think 2.0 works on 10.6, otherwise you will have to go back to the release just before that). You can get old versions here:
http://meshmixer.com/download.html

(scroll down to the Release Notes, there are links for each version)

15
Wish List / Re: Rectangular Support Structure
« on: July 08, 2014, 08:56:50 PM »
if you expand the 'Advanced' tab, you can turn down the 'Post Sides' slider and you will get fewer triangles.

Otherwise, unfortunately there is not much that can be done in the current build. We should have some improvements in triangle count in the next update.

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