Separate parts of an imported mesh for repair?

Separate parts of an imported mesh for repair?

Anonymous
Not applicable
563 Views
7 Replies
Message 1 of 8

Separate parts of an imported mesh for repair?

Anonymous
Not applicable

Hello,

I'm very new to Fusion 360, and very rust on CAD in general. I'm trying to import this mesh of a molecular structure, but would like to keep the atom spheres each as separate entities while doing a mesh repair on the underlying molecular structure. It looks to me like Fusion is recognizing the spheres as not being connected to the body, and when I import the .obj into another rendering program the spheres are one body, while the sticks are another. 

How can I parse out individual spheres as separate bodies, so I can color them separately, while keeping the sticks as one body so I can repair the mesh? Currently it looks like it's all one body.

 

ritaclare_0-1637781001288.png

 

This is imported into Adobe Substance Stager. Spheres are all part of one grouping but still separate from sticks.

ritaclare_1-1637781097562.png

 

0 Likes
Accepted solutions (1)
564 Views
7 Replies
Replies (7)
Message 2 of 8

TheCADWhisperer
Consultant
Consultant

I’ll wager that there are no spheres.

Can you File>Export your *.f3d file to your local drive and then Attach it here to a Reply?

0 Likes
Message 3 of 8

TrippyLighting
Consultant
Consultant

Can you share the original .obj file and explain what repair is needed?

 


EESignature

0 Likes
Message 4 of 8

Anonymous
Not applicable

Here you go! Why would there not be spheres if another program can recognize them?

0 Likes
Message 5 of 8

Anonymous
Not applicable

See my reply to the other comment for files. The sticks are all separate and need to be repaired into one continuous mesh. I have no issue with this when I import the structure without the spheres.

How it imports the .obj, as all these separate sticks with defined ends:

ritaclare_0-1637783722435.png

 

How it repairs the mesh using Repair Type: Rebuild, Rebuild Type: Accurate

ritaclare_1-1637783739836.png

When the spheres are there it tries to repair the same way, making the spheres continuous with the stick mesh.

 

0 Likes
Message 6 of 8

TrippyLighting
Consultant
Consultant

When you work in CAD software and create geometry, that geometry has topology (in a mathematical sense).

The same is true when you create geometry as a quad-mesh with a polygon/Sub-De modeler (Maya, 3DS MAc, Blender, etc).

 

Once the geometry is exported as a triangulated mesh as in this case, data is lost as a triangulated mesh has a finite resolution and also no topology. Your brain recognizes the shapes as cylinders or spheres, but the computer does not.


EESignature

0 Likes
Message 7 of 8

TrippyLighting
Consultant
Consultant
Accepted solution

Hopefully, this screen recording explains the process:

 

 


EESignature

Message 8 of 8

Anonymous
Not applicable
Thank you so much for taking the time to make this video! This is extremely helpful, and exactly what I was looking for!! I also realized that as long as I have the spheres rendered over the intersections of the sticks, then they'll be hidden inside the spheres, so no need for the tedious stick capping 🙂
0 Likes