InstantMeshes quad convert to T-Spline?

InstantMeshes quad convert to T-Spline?

Anonymous
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Message 1 of 19

InstantMeshes quad convert to T-Spline?

Anonymous
Not applicable

I have an .STL file that I have exported from Fusion as a .obj, converted using Instant Meshes to a quad .obj and then imported into Fusion.  My problem is that I cannot convert the quad mesh into T-Spline.  When I try to covert the mesh, Fusion 360 crashes.  I've also tried to convert to a BRep using the quad mesh and Fusion crashes also.  My main goal is to get to a T-Spline so I can edit the design.  Does anyone know what I could be doing wrong or a different way of doing the conversion?

 

 This is what I'm trying to follow:

https://knowledge.autodesk.com/support/fusion-360/troubleshooting/caas/sfdcarticles/sfdcarticles/How...

 

Accepted solutions (1)
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Replies (18)
Message 2 of 19

TrippyLighting
Consultant
Consultant
Accepted solution

IIRC there is a setting in InstantMeshes that causes it to export many of the edges as "sharp". 

I opened your quad mesh in Blender and all the edges highlighted in orange are m marked as :sharp" when I export this from Blender with the "sharp" removed it imports and converts fine in Fusion 360.

 

Screen Shot 2018-08-09 at 8.42.51 AM.png

 

Screen Shot 2018-08-09 at 8.49.24 AM.png

 

Screen Shot 2018-08-09 at 8.50.49 AM.png


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Message 3 of 19

Anonymous
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Thank you Trippy.  Oddly enough the "sharp" option check box in InstantMeshes was unchecked.  I needed to check it in order for it to work but you pointed me in the exact location.  Thank you!

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Message 4 of 19

subversivespeed
Collaborator
Collaborator

This and checking "make pure quad mesh" got everything working correctly.. Great problem solving here! 

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Message 5 of 19

Anonymous
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Hello,

Thanks a lot for this solution. This was useful to me. For my problem, I am now able to convert the quad mesh to T-Spline like in the second image.

 

Could you kindly tell me how you arrived at the third image? What steps did you take to go from the second to the third image?

 

Thanks in advance!

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Message 6 of 19

TrippyLighting
Consultant
Consultant

You'll have to convert the T-PSLine into a BRep.

To do so, find the T-Spline body in the browser, right-click on it and select convert.

 


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Message 7 of 19

Anonymous
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Thank you.

Message 8 of 19

Anonymous
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@TrippyLighting - "when I export this from Blender with the "sharp" removed".

 

Can I please ask you how to do this.

 

Thanks,

 

Edward

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Message 9 of 19

TrippyLighting
Consultant
Consultant

In Blender select the object and hit TAB to go into edit mode.

Hit "A" to select all and then CTRL E. Select "Clear sharp" form the menu.

Hit TAB to go back to object mode.

Export as .obj.


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Message 10 of 19

Anonymous
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I followed all of the instructions to convert my triangles to quads but each time, Fusion refused to accept the results.

It wasn't until I notice a small warning that flashed on the lower right of my screen for all of 1 second that I needed to set in Preferences that the imported mesh should NOT be converted to triangles.

What a stupid preference to set!!!

Message 11 of 19

TrippyLighting
Consultant
Consultant

@Anonymous wrote:

 

What a stupid preference to set!!!


I could not agree more!


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Message 12 of 19

fundamental4
Advocate
Advocate

hi all,

(beginner user).

 

I need help with my file please. I still have the problem with the convertion.

I tried  procedure, also I tried "Do not capture Design History" conversion, and I also tried using Blender, removing Sharp edges.

Checked "Triangulate mesh polygons" flag is not enabled.

 

When using Instant Meshes "pure quad mesh" is enable but I still can find some triangles in the final mesh.

 

Where is the error? Could you please help me?

 

file: https://a360.co/2OBiWUE

 

Thank you.

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Message 13 of 19

TrippyLighting
Consultant
Consultant

Can you make the original geometry (.stl or .obj) available before re-meshing in Instant Meshes available ?

 

There are no triangles in the object in your .f3d file, but a good number of self intersections. Those are the reason the quad mesh does not convert into a solid body. I think that can be alleviated by applying one or two smoothing iterations in Instant Meshes, bit I'd have to try this out.

 

Edit: Correction, I do see a few triangles.


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Message 14 of 19

TrippyLighting
Consultant
Consultant

I removed a couple of self intersection. Even in box view mode this is painfully slow.

 

Now it converts fine. 

 

Screen Shot 2019-04-01 at 6.52.09 AM.png


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Message 15 of 19

fundamental4
Advocate
Advocate

Thank you for your help 

 

 

 

 

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Message 16 of 19

TrippyLighting
Consultant
Consultant

The yellow stars are not a problem. They indicate areas where surface curvature will not be G2 but in a structure like this, that is to be expected.

 

Fusion 360 unfortunately does not highlight the area it sees the problem in, but simply inspecting the mesh I found it.

There are other areas that could use cleanup and If it was me I'd spend an hour or two cleaning up geometry.

 

 

 


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Message 17 of 19

fundamental4
Advocate
Advocate

 

Masterclass.

 

Thank you for showing us your criteria about when a file should be "manually" repaired  and how to do it.

Thank you for the long video, file is very slow. 

 

When you say "cleanup", what tool do you mean?

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Message 18 of 19

TrippyLighting
Consultant
Consultant

@fundamental4 wrote:

 

 

When you say "cleanup", what tool do you mean?


There is no "cleanup" tool. I'd manually modify the mash, delete faces, create new ones, as edges etc. to get a better mesh flow. Some of that will result if fewer yellow stars.


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Message 19 of 19

fundamental4
Advocate
Advocate

 

ok, thank you  

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