Substract a mesh from a body

Substract a mesh from a body

Nickduino
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Substract a mesh from a body

Nickduino
Enthusiast
Enthusiast

I'm creating a body and I'd like it to fit around a mesh. The obvious thing to do to me would be to substract the mesh from the body.

 

But it seems Fusion 360 won't do that, it will do boolean with two meshes or two bodies but not mix them. Apart from converting the body to a mesh*, can you think of a solution?

 

 

*which I don't want because I need to shell it, add filets etc. after the substraction

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TrippyLighting
Consultant
Consultant

It is usually better to use the the mesh as a visual guide to re-create the object from scratch using the native tools in fusion 360.

If you can share the model, or at least a screenshot we can provide more detailed feedback.


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Message 3 of 7

Nickduino
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The body is in blue. The mesh would be pretty complex (even just that part near the intersection) to model.

 

I don't need precision, it's just a draft to send to a buddy.

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Message 4 of 7

Nickduino
Enthusiast
Enthusiast

I'm uploading the file if you want but it's not very clean, it's an export from a videogame.

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Message 5 of 7

TrippyLighting
Consultant
Consultant

Video game models such as this one are triangulate (bad) low poly (bad) meshes.

They are created for visualization purposes only and reverse engineering that into usable CAD surface (BRep, NURBS) takes quite a bit of skill and time.


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Message 6 of 7

Nickduino
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Again, I'm not after precision, I would just like to be able to print a quick draft to test a solution.

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Message 7 of 7

TrippyLighting
Consultant
Consultant

Thicken the mesh model in Autodesk Meshmixer, then print from there.

Fusion 360 is just not the right tool to do this.

 

Whether or not you need precision is irrelevant. A low poly triangulated mesh is just not good input into a BRep/NURBS based CAD software. 


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