Thanks again.
So much has happened in fusion since I last used in anger, I have a lot catching up to do.
The problem with convert mesh to solid, is I am generally working with video game assets that can be captured and exported as STL or OBJ, but a more a partial surface model, rather than a closed form, and will have many odd intersections and other anomolies, that are fine for a rendered video frame, but don't translate when trying to turn them into a solid.
The intent is to take the fractured mesh, use it as a reference, preferably selecting viable faces from it where they are good, and then stitching together the gaps, and clipping the anomolies, until you have a workable closed mesh, which can be converted to a solid.
At that point you can do many things such as hollowing it out, splitting it into seperate pieces suitable for printing and adding assembly / mounting features, or other such. As per the Halo Helmet effort that got me initially involved in Fusion 360.
Getting from that STL orignal to the workable solid with a sustainable workflow is the dream here.
I have cut up an STL to more managable chunks, imported to 3DS MAX, exported as SAT, imported to Fusion, this gives me more core mesh and some bodies, but it is still a mess, and I will have to join the seperate pieces back together again at the end, which may not be practical.
Just being able to use an original STL as the reference in Fusion to steal faces, and stitch them together would be the best of all worlds.
I don't think it exists.
I need to play some more with my 3DS MAX -> SAT -> Fusion workflow, and either prove it viable or abandon and start with direct meshes again.
Watch this space...