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Mesh Face Limits for T-Spline Conversion

5 REPLIES 5
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Message 1 of 6
Anonymous
1746 Views, 5 Replies

Mesh Face Limits for T-Spline Conversion

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?

5 REPLIES 5
Message 2 of 6
innovatenate
in reply to: Anonymous

  1. 10,000 facets is the upper limit for conversion. 100,000 is too many!
  2. I'm not aware of a inspector tool that would allow this. You may consider adding this to the Fusion 360 Ideastation

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,

 

 




Nathan Chandler
Principal Specialist
Message 3 of 6
Anonymous
in reply to: innovatenate

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:

 

fusion_too_much_triangles.PNG

 

Message 4 of 6
TrippyLighting
in reply to: Anonymous

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.

 

 

 

 


EESignature

Message 5 of 6
Anonymous
in reply to: TrippyLighting

Basically I'm on a part of the process where I need to "sculpt" this shape, which is currently a BRep :

 

http://a360.co/1P3EQtM

 

Into something more smooth for the grip (unfortunately I couldn't do what I wanted with just Fillets) : 

 

http://a360.co/1Olg6dk

 

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.

Message 6 of 6
TrippyLighting
in reply to: Anonymous

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 😉


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