The overview states that to convert a mesh to a t-spline, the mesh should have more quad than triangle faces.
(1) What is the limit of the number of faces for a t-spline conversion? my model has 100,000 and is hanging
(2) Is there a detection that will state the number of triangle vs quad faces?
(3) Is there a smoothing mesh option (will destroy the detail) to reduce the faces and make it easier to convert to a t-spline model?
There's a work around in below post (exporting as STL and re-importing) that will allow you to conver to all triangles for easy B-Rep conversion.
http://forums.autodesk.com/t5/sketching-sculpting-modeling-and/mesh-to-brep-bugs/td-p/4983842
3. You may use MeshMixer to refine the mesh at this time. (http://meshmixer.com/)
I hope this helps. Please let me know if you have any questions.
Thanks,
Thanks for the workaround. I ran into a similar problem and had to actually go edit my mesh in Meshmixer instead of Fusion which is an extra hurdle in the workflow.
I'll try to report it in the Idea Station if I feel the workaround is too much. I like the idea of working of T-Splines but it seems to be hard to get everything in a state where we can actually use the feature (also had an interesting time with a "model" that I started in Fusion itself). Here's my screenshot for the record:
I'd be interested why you would want to convert a mesh with 80k triangles into a T-Spline, particularly whaen it is made of triangles ?
You cannot really do much in terms of T-Spline editing with a triangulated mesh.
Basically I'm on a part of the process where I need to "sculpt" this shape, which is currently a BRep :
Into something more smooth for the grip (unfortunately I couldn't do what I wanted with just Fillets) :
I did that with MeshMixer so far, after trying by many different ways working with Fusion and T-Splines. So I hope this illustrrates the point, I think that T-Spline editing would be a good way to approach the optimization/finish I want on the grip of this riser.
Tried many different things that failed -- even reducing the mesh to under 10k triangles in MeshMixer (which used to support quad meshes but not anymore).
Looks like my only hope now is use Blender to convert it to a under 10k faces quad mesh and try to work with that. Let me know if you know better tools, options or approaches.
This can be perfectly fine modeled wtihout T-Splines. The reason why you unfortunately cannot fnish it off with nice fillets is because of your modeling. The line segments that you would need to fillet along include sharp edges along which filletinng is going to be a challenge.
This model would be easier to "read" if yu would hve modeled it with the timeline turned on. I'l see if it can be saved 😉
Can't find what you're looking for? Ask the community or share your knowledge.