Brep shell

Brep shell

Anonymous
Not applicable
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9 Replies
Message 1 of 10

Brep shell

Anonymous
Not applicable

Good afternoon friends!

I need help, I could not find a solution to my problem. I have a file in a format FBX. But this is a hollow shell, and for 3D printing it is necessary to make a solid object without voids. Who can tell me how this can be done?

Accepted solutions (1)
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9 Replies
Replies (9)
Message 2 of 10

seth.madore
Community Manager
Community Manager

Could you share your file?

File > Export > Save to local folder. Return to thread and attach the .f3d file in your reply


Seth Madore
Customer Advocacy Manager - Manufacturing


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Message 3 of 10

Anonymous
Not applicable

of course!

File as an attachment

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Message 4 of 10

TrippyLighting
Consultant
Consultant

This is a quad mesh that theoretically would be converted into a T-Spline.

However, this was created purely as a game asset for visual representation and as such has a lot of open surfaces.

 

If you import this and convert it directly into a BRep you can try to fill fill some open areas with the loft tool in the Patch environment and then stitch the surfaces into body. But that's going to be one heck of a lot of work.

 

What overall dimension are you targeting ?


EESignature

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Message 5 of 10

Anonymous
Not applicable

As a result, it will be a full-size cosplay sword, for printing on a 3D printer.

Overall length about 1400mm

I seem to have found another solution, but it also requires a hell of a lot of work.

1) I cut the body along the axis of a single plane
2) extrude each polygon with the extrude tool
3) the same parts are produced by the same plane
4) glue the model back

I was hoping that there is a more technological method. My method gives a guaranteed result (allows you to fill all the cavities). But also takes a lot of time.

plus I also encountered the problem that the obrazk across the plane does not work with a large number of polygons, and I had to previously break this sword into several small bodies

If there are no other solutions, I will be very happy if my method helps other people.

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Message 6 of 10

TrippyLighting
Consultant
Consultant

If you convert his directly into a BRep it will maintain the faceted nature. If that's OK then go ahead.

If not, let me know and I can show you how to create a better and buttery smooth result. It will include other software.


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Message 7 of 10

TrippyLighting
Consultant
Consultant

Just forget that faceted stuff:

 

Saber.png

 

Screen Shot 2019-01-28 at 10.15.23 PM.png


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Message 8 of 10

Anonymous
Not applicable

thank! I will probably be more comfortable option with smooth transitions. I will ask for your help, but first I will make a full-bodied model. It seems to take a lot of time.

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Message 9 of 10

Anonymous
Not applicable

It's great!!!!!

I am very grateful! Can you tell me how this is done? Or is it using other tools?

И да, я уже успел потратить время на работу с выдавливанием плоскостей. Может быть, мне это понадобится в дальнейшем. Ещё раз спасибо!!!

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Message 10 of 10

TrippyLighting
Consultant
Consultant
Accepted solution

It did include another tool, Blender. Blender is a fun Sub-D mesh modeling, animation and rendering software and free open source software.

It can much better with this particular .fbx file as is seems to include a double mesh of the same object in the same place, so the first thing that needed to be done is to remove all the double vertices. I am not aware of any tool in Fusion 360 that can do this, it is very easy to do in Fusion 360.

 

Most of the rest of the work can also be done in Fusion 360 in the T-Spline environment basically with very similar tools I used Blender to be faster. It certainly takes a while 😉

 

I';ll see if I can describe the workflow in detail later. The general approach, however is not to limit yourself to a single tool, particularly when there are other powerful tools available that are free and open source software.

 


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