Recent Posts

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Questions & Troubleshooting / how to overlay a map on topographical surface
« Last post by bdurack on February 18, 2017, 11:44:36 AM »
Hi there,

I am interested in overlaying a road map over a topographical STL file and to then emboss the road map. I have the topographical STL file and I have the roads as a vector file so could either use that or create an elevation STL file of the road map. Really not sure how I would go about doing this one as I want to drape a 2D file over a 3D file.

Any help would be greatly appreciated!

Thanks in advance

Ben
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Announcements / The New Beta is out - February 16th
« Last post by RS on February 16, 2017, 04:51:13 PM »
The New Beta is out today, February 16th. Give it a try!
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Beta / beta 3.1.322
« Last post by RS on February 16, 2017, 04:48:12 PM »
Hi, Everyone!

Please check out our new Beta 3.1.322 posted on February 16: http://meshmixer.com/beta.html. (Happy belated Valentine's from the Meshmixer team!)

We've made some core changes to the OpenGL code and a few other important things. Please test it on your machines ASAP before we incorporate this Beta in the next full release! If you experience a crash or a black screen, or if something is not rendering properly, please 1) update your graphics card drivers, 2) try again and send us your bug report if it's still happening.

When submitting a bug, please include:
- Steps to reproduce it
- Your OS version and Meshmixer version
- Screenshots
- Your file (if it’s applicable)

If this Beta passes your validation, it'll be a great candidate for the next full release!

Happy Testing!
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Announcements / Re: Meshmixer Update
« Last post by MagWeb on February 12, 2017, 06:59:54 AM »
The features of the former PRINT module have to be done in MM's main tools now:
To scale and to keep it on the bed ANALYSIS/UnitsDimension is the tool for global scaling. EDIT/Transform if you want to scale one out of several objects.
To center an object use EDIT/Align with BasePoint as Source and WorldOrigin as Destination;
To flip Z/Y on Export enable FlipZ-YAxesOnImport-Export in MM's Preferences or on the AppendOrReplace dialog on Import. This done MM remembers this setting. Can't find some issues here. Here it acts like it did before.
Remember: Export on the PRINT module always flips the axis. Now if there's FlipZ-YAxesOnImport-Export enabled on a reimport it seems the file was not flipped on export...

Basically PRINT now's just an interface to online print services or supported printer software as MakerWare (etc.)
Yes that Export window pops up here too. Think MM tries to connect to something like a printer software and doesn't find any in case of a not supported printer.
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Announcements / Re: Meshmixer Update
« Last post by 3DWP on February 11, 2017, 05:31:26 AM »
I am trying the Beta version, had one crash when I did a plane cut with Fixed fill, Remeshed fill didn't crash.

I use the (3D) Print screen a lot, this used to align my model in the center of a print bed and I could also scale and orient it there. I can not find any way to do this it's driving me crazy. There's a weird popup too with ''meshmixer'' and ''export'' that doesn't do anything when there are two (?). When clicked it does export but the popup screen looks odd.

Also when I open a model and MeshMixer starts the Z-Y isn't flipped. If I import something and have the option ticked it does work. I mainly 3D print so my MeshMixer Y axis is the Z axis for my models (height), can this be fixed?

How can I get a model to center now? So the origin I would like in the middle but the bottom of a model flat on a print bed.
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Announcements / Re: Meshmixer Update
« Last post by 3DWP on February 07, 2017, 02:42:58 AM »
Thanks!
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Questions & Troubleshooting / Re: How to select overhangs to correct for z bleed in prints?
« Last post by cew on February 01, 2017, 04:47:58 AM »
Useful suggestion re  generate face groups - I hadn't noticed those options.  This is helpful for selecting faces inside  cavities where z bleed is more of an issue.


Also thanks  to you and the Toronto people for ongoing support  and bug fixes with meshmixer.
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General Discussion / Re: loss of color
« Last post by MagWeb on January 31, 2017, 12:33:23 PM »
When you saved your obj file to the thumb drive: Did you save its .mtl and image file (.png or .jpg) along with it? All three files have to be in the very same directory.

Don't use some external way like "open with" from Finder/Explorer to open textured files. Instead use Import from within Meshmixer.

What's about the GPU on you MacPro?

What does the log (menu:Help/ShowApplicationLog) say about texture shaders?
Scroll down to [System Information] and the following lines...
(Be aware that there will be OpenGL errors on OSX due to its 2.1 limitation im compatibility mode but TEXTURED, TEXTURED_UNLIT, and TEXTURED_TILED should compile)
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Sorry, there's no automatic tool yet to select overhangs just a Shader showing such overhangs (the sphere with the red bottom region).

This shader's AngleThresh can be set in ANALYSIS/Overhangs. MM will use this thresh also outside its Overhangs tool. Now you might be able to select those regions manually...(know, one hardly sees the selection-orange on those red rendering and it might be impossible to select stuff inside cavities)

For MM is able to visualize overhangs it might be not that hard to implement SelectOverhangs as a separate tool in SELECT?  Maybe you want to post this request on the WishList board?
-----
Maybe EDIT/GenerateFaceGroups in Mode NormalAngle with a high AngleThresh (and to create groups on this) could help up to a certain point too?

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Questions & Troubleshooting / Re: .OBJ full colored
« Last post by MagWeb on January 31, 2017, 11:46:54 AM »
Meshmixer provides a way to convert texture based color information (where each triangle carries a snippet of a texture image) to PerVertexColor (where each vertex owns a single color).
Note: Quality of this conversion depends much on the mesh's density (number of vertices).

To convert a texture to PerVertexColor: Run EDIT/MakeSolid. Set ColorTransferMode to Automatic and SolidAccuracy and MeshDensity to a higher value to get a satisfying result. hit Update and finally Accept.
Now the solid result owns PerVertexColor information.
To see PerVertexColor set MeshColorMode to VertexColor in menu File/Preferences (or activate the blue sphere in the Hotbox (press Space to open Hotbox))

On Export choose "OBJ Format with Per Vertex Color" as format on the Export dialog.

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