Converting Blended Surfaces To Solids in Fusion 360?

Converting Blended Surfaces To Solids in Fusion 360?

sohnrog
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Message 1 of 44

Converting Blended Surfaces To Solids in Fusion 360?

sohnrog
Enthusiast
Enthusiast

Hello Guys and Gals,

I have a project I'm working on that involves CT scan data.  I use a program called Osirix to generate a 3D surface model from CT scans.  The data can be exported into .iv, .obj, .stl, .rib, and .vrml.  I have been able to import the .obj and .stl files.  I am able to see the surface model, but I can't seem to do any operations on the surface.  

 

I'd like to be able to convert the surface to a solid and then cut and modify as if it were a regular part file.  I have read some of deyo's comments that converting a surface of trangles to T-splines is not an easy task.  I was hoping someone could help me with this conversion.  I am using a Mac, but I have access to a PC if there were some free conversion software.  I've added a sceenshot so you can see what I'm working on.

 

Thanks!

Roger 

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Message 2 of 44

HughesTooling
Consultant
Consultant

Perhaps these videos might help.

 

Mesh Modeling

 

Using Scanned Data

 

Mark

Mark Hughes
Owner, Hughes Tooling
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Message 3 of 44

TrippyLighting
Consultant
Consultant

Whether you need to convert it into a T-Spline or a "regular" solid body depends on what you mean with "modify".

 

If you want to maintain the shape of the scanned data an simply want to add mechanical features, such as holes, etc. The imported geometry can be converted into a "regular" body.

 

If you want to modify the shape, e.g. bending, or twisting the entire shape in Fusion 360 it would likely be better to do that with a T-Spline. However, T-Splines work mostly with quad surfaces, not triangles and there is likely goiung to be a good bit of manual work involved in converting the scanned geometry into a T-Spline body, if you absolutely have to stick with Fusion 😉


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Message 4 of 44

sohnrog
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How would I convert it to a regular body? The modifications I need to do include generating work axes, work planes, and cutting the surface the the huneral head (the dome in the scan) at various angles to recreate steps that would be taken during a shoulder replacement.
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Message 5 of 44

sohnrog
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Enthusiast

Ok.  I downloaded meshmixer.  I was able to convert the scan data into a solid and import as an obj file into fusion.  I tried to use the mesh to brep command and only got an error message saying there were more than 10,000 facets and would be too difficult to use.  It said to try to reduce the facets in meshmixer.  I am trying to figure out how to do that but have not had any luck.  Any help is appreciated.  I feel like I'm getting closer to the answer. 

 

Roger

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Message 6 of 44

Anonymous
Not applicable

Hi Roger, I believe after importing your mesh into Meshmixer, press Ctrl A (for windows) to auto select all the faces, then go to Edit > Reduce, choose Triange Budget option, in box to the right of Tri Count type 10000, then hit enter to get a preview, then choose Select.  Then you can go File > Export and choose desired obj or stl to import into Fusion.

Jesse

Message 7 of 44

sohnrog
Enthusiast
Enthusiast

Thanks for the help so far.  I was able to get the triangle count reduced with mesh mixer.  First, I tried 10,000. However, Fusion would not convert to a T-spline body.  The error message said that the body consisted primarily of triangles and would not convert well into a T-spline body.  I tried again with a triangle budget of 2200.  The same error message came.  

 

I'm wondering if anyone else has a better suggestion.  I had some luck using the mesh body as a mold surface to build a new t-spline body on top of.  I created a new quad ball and then roughed out a body that was bigger than the original mesh.   Then I used the pull command to pull the new t-spline body onto the mesh surface.  The result was pretty good, but some detail was lost.  I think this may be good enough, but I wonder if anyone has something better to suggest.

 

Thanks,

Roger

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Message 8 of 44

sohnrog
Enthusiast
Enthusiast

Here's a screenshot of what I've been able to get with the tspline body.  It lacks some detail in tight areas.  Also, I tried to convert it to a solid and got the error message shown.  

 

Thanks for all the help!

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Message 9 of 44

Anonymous
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Hi, for the 10,000 option, I wasn't very clear that I was referring to then converting to Brep directly, not to T-spline.  You do this by first going to Create > Create base feature, then Import > Mesh and import the 10,000 face mesh.  Then go to Modify > Mesh > Mesh to Brep.  Finally can click on Finish Base Feature in upper right.  You can then utilize and modify the new Brep body.  If you want to instead do sculpting type modification of your mesh, then there is a fairly tedious but effective method to convert to Tspline here:

 

http://forums.autodesk.com/t5/design-validate-document/foot-insole-modelling/m-p/5715117#M27775

 

Good luck,

Jesse

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Message 10 of 44

TrippyLighting
Consultant
Consultant

I think I can create a T-Spline for this bone structure in 10-15 minutes with little hand work that has relatively littel loss in fidelitey if I am allowed to use Blender.
Honestly, Blender and Fusion 360 really are a dream team.

 

  1. Import the scanned STL into Blender.
  2. Create a cylinder around it and add as many segments as necessary to approximate the original shape of the imported mesh.
  3. Add and then apply shrinkwrap modifier.
  4. Close ends.
  5. Export mesh as .obj  and import into Fusion.
  6. Convert into T-Spline

Done!

 

If you can post the STL (or a dropbox link if it is too large) I'll give it a try and post a screencast.


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Message 11 of 44

Anonymous
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I'm definitely going to learn that in Blender one of these days!

Man, a screencast of that would be awesome!

Jesse

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Message 12 of 44

sohnrog
Enthusiast
Enthusiast

Hi Trippy Lighting,

Thanks for your suggestion.  I have not had much success with just mesh mixer and fusion, so I would love to see what Blender has to offer.  I have put several versions in the drop box below.  I'm not sure which one will work the best.  Let me know which one seems to be the best.  I really appreciate your help on this subject.  I"ll tinker with blender in the mean time.  Hopefully it's not too hard to learn.

Roger

https://www.dropbox.com/sh/1hjgl81bd8fepsn/AACXPz51treWlUOxdEdj9Rdha?dl=0

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Message 13 of 44

TrippyLighting
Consultant
Consultant
Accepted solution

@sohnrog @Anonymous

I finally got around to making a screencast of how this mesh can be reduced in number of polygons and converted into  quad mesh with the help of Blender's Remesh modifier.

The video could have been shorter, please forgive me for the rambling 😉

 

A final note: on my mid 2010 i7 iMac it took almost 4 minutes in Fusion 360 for converting the imported mesh into a T-Spline. Watch the number the number of polygons/faces  in Blender when increasing the Octree depth.

 

 

 


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Message 14 of 44

Anonymous
Not applicable

Thanks, looks like a very powerful feature, and gives me a good starting point to try Blender!  And I thought the screencast was well made. 

Jesse

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Message 15 of 44

LMD001
Collaborator
Collaborator

Hi Jesse,

 

Had a spin with Blender, or I should say Blender had a spin with me Smiley Wink

 

Clearly very powerful software but, the UI is slightly different, I mean, RMB to select something, really?

I now know you can change that in the preferences, but initially the interface is designed to be RMB to select.

 

I read here in the forum that a lot of people use Blender in some way to modify objects to import in Fusion 360, even start a model in Blender and finish it in Fusion.

 

Will also try to learn a little bit more of Blender in the near future.

 

Best regards,

Ludo

Message 16 of 44

TrippyLighting
Consultant
Consultant

Yes, Blender's UI takes qite  bit to get used to. The right click to select has been discused for the last 10 years 😉 I've gotten used to it.

 

Panning and pivoting objects in the viewport using a mouse is exactly the oposite behavior. Click-drag on the middle mous button pivots in Blender and pans in Fusion. Click-drag while holding the shift button pans in Blender but pivots in Fusion 360. This one is driving me nuts Smiley Very Happy, as recently I've been working with both applications.

 

The modifier stack as shown in this thread has a few very powerful tools. The other powerful features are all the modeling tools for Subdivision surfaces that can be easlily turned into T-Splines. While some things in the Fusion 360 UI for T-Spline modeling are much more intuitive to grasp, modeling in Blender is much faster. Much less mosue cicking involved as it is optimised for using the left hand and left hand side of the keyboard for most of the mesh modeling tool shortcuts, so the mouse can stay close ot the object in the viewport.

 

There are a number of tools in the Fusion Sculpt environment which I believe are better designed than the ones in Blender. The proportional modeling (Blender term) or Soft Modification not only looks beautiful but works better than in Blender.


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Message 17 of 44

TrippyLighting
Consultant
Consultant

Here is a link to the Blender's keyboard shortcuts for the two most essential modes, the Object mode and the Edit mode.

http://wiki.blender.org/uploads/1/14/Keyboardlayout_250.png


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Message 18 of 44

LMD001
Collaborator
Collaborator

@TrippyLighting Blender's Keyboard shortcuts

 

Thanks Peter, that will be very useful !

 

- Ludo

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Message 19 of 44

TrippyLighting
Consultant
Consultant

Here is a link to a youTube video showing a tool for Blender that allows very precise and very fast control for retoplogizing an existing mesh. Probably not needed for this bone structure.

While it is not free, at ~$72 its one heck of a deal. 

 

https://cgcookiemarkets.com/all-products/retopoflow/

 

 

 

 


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Message 20 of 44

jakefowler
Autodesk
Autodesk

Hi @sohnrog,

 

If you haven't already, I'd also recommend trying the Autodesk Memento beta for this - this actually includes some technology for automatically retopologizing a scanned mesh into quads.

 

1. Download the Memento beta from here: http://memento.autodesk.com/try-memento

2. After installation, open Momento, and 'Load a model' from the My Computer section to load in the scanned data

(Optional step 2b - Memento provides a lot of nice functionality for repairing and refining scanned data, which might be worth exploring)

3. From menu on the left-hand side, select Export > Export 3D model

4. From the 'Export as' dropdown, select OBJ(Quads), then click Export

(You might want to play with the Target face count number here to get the desired level of detail in the resultant model)

 

bunnyquadexport.jpg

 

 

You now have an OBJ quad representation of your model, which you can bring into Fusion in the usual way:

1. In a new design, start a Form and use INSERT > Insert Mesh to load in the OBJ

2. Use the MODIFY > Convert command to convert this Mesh to a T-Splines body

3. Finish Form (or MODIFY > Convert again) will convert this T-Splines body to a solid

 

If you try this, let us know if this does/doesn't give you a decent result. We're planning to integrate similar functionality into Fusion 360, which should allow you to perform this whole workflow directly inside Fusion.

 

Thanks,

Jake



Jake Fowler
Principal Experience Designer
Fusion 360
Autodesk