@Phil.E
Here are my thoughts:
1. Per object export when inside the TS sculpt object works well.
2. Importing modified OBJ data back into the TS feature works well
3. Imported modified OBJ data also is positioned where the original TS mesh data is THAT IS PERFECT!
Thats all good - what is a problem is:
1. Features breakk afterwards which is not optimal but I am not sure how that could be done differently.
That edge selections for fillets fail is more than logical I cannot imagine the code being smart enough to reselect edges.
So I think user input will be required - but hey this is not a big deal.
I am curious if with a solid combine command or so this could actually be improved.
In the end you have volume A minus volume B. This are full objects and not edge selections.
So question is if here a fix the association for the solid combine cut command could be automated or added.
But again also here a simple refresh of the feature fixes the issue.
The ability this way to harness the full Fusion and external app modeling abbilitie is fantastic!
Many things I can do in Blender Fusion cannot (no problem or judgment here) and with the exchange of data I can work on one project
in two apps while making sure the low poly data is the same!
Blender because of its game engine past has perfect detailing / pattern tools and this way is ideal for geometry texturing something where
in general NURBS apps are not always as easy or perfect nor fast.
And with TS in Fusion I can do NURBS work and detailing with sub-d modeling.
Thats strong!
Claas Kuhnen
Faculty Industrial Design – Wayne State Universit
Chair Interior Design – Wayne State University
Owner studioKuhnen – product : interface : design
