I'm trying to import a mesh and then convert it to a t-spline. But the process of converting the mesh to t-spline is extremely slow. The mesh itself has been created from a small OBJ file containing 9216 vertices and 4608 faces. I've attached the file for reference. (NOTE: Another issue. The forum will not let me attach an OBJ file so I've zipped it).
Once conversion has been completed the app is almost unusable. There are long delays and the secondary UI (toolbars, etc) flashes on and off.
Is this currently a limitation? Is there a better way to bring in a mesh that can be used within the app?
Thanks.
Solved! Go to Solution.
Solved by deyop. Go to Solution.
Hi Hans,
I converted the Mesh body you shared and found it has generated many individual TSpline bodies.
Generally the conversion takes time if its a triangular mesh. Which is known limitation. We also show warning message if we know the result generated might take time or the unusable output. But here I see its a quad mesh so should not be an issue. I will cross check with TSpline library team and update you this.
Thanks for letting us know the case!
Can you give us some background on how the mesh was generated? I noticed after taking the OBJ file into Maya that none of the faces were connected which may account for the problem. Although it is converting it is likely creating a separate T-Spline body for each face in Fusion 360. I certainly saw the conversion speed issue but this is the first time I have run into an OBJ with this sort of model.
While in Maya I used the merge command which merged all the adjoining edges and this allowed the file to be converted properly in Fusion 360. I have attached the file.
Thanks
Ok, that makes sense. The OBJ is created with a small script that uses a simpified indexing (the face vertex relative indexing). Also, the vertex normals aren't created which may or may not be an issue for import. I'll update the OBJ generation to create a connected surface and test it out.
Thanks for your help.
Just wanted to mention in case relevant, in Create Base Feature mode can convert a mesh to a brep with a limitation of about 10,000 faces per brep/body (of which can have many), and no issues with triangular faces.
Jesse
I've updated the mesh creation so the faces are all connected and that did solve the problem. I'll be posting the script shortly.
Thanks for your help!
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