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Hi all!
So, I'm currently working on a design for a set of board game boxes for the board game Villainous. I have these complex STLs that I have generated from scanning the board game villain movers which have fairly complex geometries. For example, the Captain Hook mover looks like so:
For obvious reasons, I can't attach the STL models but if a simplified replica of the model would be helpful in discussing this, let me know and I can try to make something. I'm not the fastest with fusion though so it'll take me a minute.
I want to create snug-fit recessed cavities in the box that can hold a mover (feel free to correct me on the terminology used here, I'm not an engineer and don't work in this space so there may be a better term I can use). Ideally, I want the mover to
- Sit snugly in the recess
- Not have any part of the mover be above the top of the box
- Have the mover be hugged on all sides by the box excluding the front that allows it to be pulled out of the box
For each mover, I have a high triangle count version, and a 10k triangle version. I then use the organic mode convert to solid body to convert each mover into a solid body. This works pretty well and comparing it to the high triangle count version, it's fairly accurate if a little inaccurate in a couple of spots that aren't that important for my purposes. So for each of the attempts I'm going to describe, I do have a solid body to work with and not just a mesh.
Here's what I have tried so far that I can remember
- I attempted to create silhouettes of the model (using the project function in the sketch mode) from the top perspective, left perspective, and bottom perspective to attempt to create a punch. I did this by extruding the top silhouette to create the base punch and then cutting out the correct shape on the bottom of the punch by extruding the side silhouette with a line that maximizes it's length while still being coincident with the mover's left perspective silhouette. This nearly works except it's an extremely tedious process and I ideally didn't want to have to do this for 12 different movers again and again. It also does not hug the bottom of the mover and instead only supports it at the widest points. This isn't the worst but doesn't really do what I want it to.
- I have tried using the boundary fill but I don't really understand how to use that correctly to do something like this so it didn't go anywhere
- I tried creating a silhouette and then projecting that to the surface of the solid body version of the model to create a 3D sketch that I could theoretically then use to extrude a body that would slot into the top of the model and allow me to join the that body together with the solid body model to produce a punch.
I really want to do this and I will write a script if that's the only way to do it (I just don't know where to start there) but I was really hoping there was something built-in-ish.
Solved! Go to Solution.