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Messages - RMS

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1
I love this thread =).  Here are a few that some of you might not know:

- in Select, once you have a selection you can right-drag to expand/contract by distance (rather than by rings of triangles). Right-drag only works in "meshmixer" camera mode, but on mac laptop trackpad you can applekey-scroll. (I think there is also a windows hotkey combination, but I cannot check right now...)

- In Selection, you can left-drag starting on the background to do a lasso. However if you start with a left-click, then you can draw a polygon instead of a continuous curve

- In Plane Cut and Mirror, you can left-drag starting on the background to draw a cutting line

- 'C' hotkey when the cursor is over the model will center the camera at that point

- When you have a selection, the fit-to-view button in the hotbox (hold spacebar, button to right of magnifying glass) will fit the view to your selection. This will also reset the near-clipping-plane, so you can get close up to something small without it getting clipped by the near plane. (if you do this and then zoom back out, you might see z-fighting artifacts, in which case you should do another fit-to-view

- The little "tools" icon next to the Symmetry checkboxes in Select/Sculpt will let you change the symmetry plane

- If you try to run a tool on a selection and it turns pink, then the operation could not be initialized. Often this is because the boundary of the selection is invalid. Cancel and hit the 'o' key to try to automatically clean up the selection at the borders (or select Optimize Boundary under the Modify menu). Then run the tool again. It won't *always* work, but it will *usually* work =)

- If you have a selection, Y hotkey will Separate the selection. If you select multiple objects, Y hotkey will Combine them. So basically it is a contextual group/ungroup. And Shift-Y will do a Separate-Shells.

2
Questions & Troubleshooting / Re: Unable to cancel
« on: March 08, 2015, 09:50:54 AM »
sorry, there isn't. I will look into this bug.

3
Linux / Re: Exception crash on opening objects
« on: March 07, 2015, 01:08:19 PM »
Thanks for posting. I think we have sorted out this problem, will be fixed in the next release.

4
Use the Align tool. Change the mode drop-down to "To Last Plane", and click on one of the faces you want to be on the print bed. use the large semi-transparent blue arrow to flip the object, if it ends up below the plane instead of above.

5
Questions & Troubleshooting / Re: making groves on top of 3D mesh.
« on: February 27, 2015, 03:22:51 PM »
So are you basically saying you want to cut one object with the other, but create new facegroups at the cut borders instead of actually separating it?

6
Fusion's standard export does not produce a mesh suitable for Editing - it is fine to print directly, but not to edit.

When I export from Fusion I always set the Maximum Edge Length to something small relative to the model size. IE at least 1mm, or smaller if it is a tiny object or has small features. Also set the export quality to High.

7
Bug Reports / Re: crash at loading files
« on: February 27, 2015, 10:19:48 AM »
We know about this problem, and I agree that it is serious. We have been trying to fix it for several months. It is not entirely under our control - the crash happens inside a third-party library we use, and we cannot fix the problem in the library. We have a possible workaround, to avoid the crash, that should be in our next release. However it is difficult to be certain because this problem is intermittent - for example on my development machine it only happens maybe once out of 20 times I run meshmixer, and on my macbook air it never happens. This makes it extremely hard to fix.

8
Questions & Troubleshooting / Re: Getting a texure to be PER VERTEX
« on: February 25, 2015, 03:51:13 PM »
You need meshlab to bake your .obj textures (ie images and .MTL file) to color-per-vertex. You can export this from meshlab as OBJ, PLY, or WRL.

9
Questions & Troubleshooting / Re: making groves on top of 3D mesh.
« on: February 25, 2015, 11:34:44 AM »
Genius !!!

Yes, that could be scripted...

10
Questions & Troubleshooting / Re: making groves on top of 3D mesh.
« on: February 24, 2015, 02:00:37 PM »
should be fixed now...for some reason this specific board was set to not allow global moderators to post images.

11
Questions & Troubleshooting / Re: making groves on top of 3D mesh.
« on: February 24, 2015, 10:39:52 AM »
I would be interested to see your workflow regardless of whether it is what m.najem was looking for. Very curious to see how you managed that in meshmixer (!!)

(I can only imagine doing it with expand-selection, but it wouldn't give such clean lines...)

12
Questions & Troubleshooting / Re: Getting a texure to be PER VERTEX
« on: February 24, 2015, 10:37:36 AM »
they may not support OBJ with color-per-vertex. This is not a standard format, and most 3DP manufacturer software does not support it (which often defines what the print service supports).
You could try exporting a .wrl from meshmixer, this stores color-per-vertex and I know several color printers drivers support this one.

13
General Discussion / Re: Add tube
« on: February 24, 2015, 09:38:25 AM »
Add Tube allows you to create tube-like shapes and either subtract or add them to your model.

There are a few examples in the video for this research paper: http://research.autodesk.com/publications/tubes
But the version in meshmixer has somewhat different capabilities.

It can autoroute complex tubes through an object, but it can also make simpler straight tubes, which basically can be used to create holes through your model.

14
Bug Reports / Re: Holes make MM crash on Make Hollow accept
« on: February 24, 2015, 09:08:13 AM »
Thanks for reporting. I found one crash bug, which I have fixed, but still there are problems in this particular example.

The holes are created with our Mesh Booleans, which are not perfect. The biggest issue is when the mesh has very different resolutions. So, in the screenshot, the hollow shell has much lower resolution than the outer shell. This causes the Boolean to fail. Although in future it will not crash, it will sometimes still produce the behavior where the hole is not actually added (this is what happens when the boolean fails w/o crashing). To get better results, turn up the resolution for the interior mesh (or reduce the exterior, although that still might not work because the hole cylinders are poking all the way through the object...)

For making holes manually, you might try the Add Tube tool. Use Linear mode, Normal or Y direction. Then you can position & boolean a cylinder in the same way.

15
Questions & Troubleshooting / Re: making groves on top of 3D mesh.
« on: February 23, 2015, 02:28:43 PM »
Also, how precise do the grooves need to be? IE do they need to be nice crisp cuts, or could they be kind of rough, as long as they were wide enough for your radioactive source (I assume it is a wire or tube or something?)

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