I sculpted something in Blender and I wanted to bring it over to Fusion so I can add some "holes" in it. My first attempt was just opening the file and going with it but I can not select the face or position that I want to hole, it just puts the hole on the ground and I can only move it on the X and Y axis. It doesn't recognize the object that I put in and an object and just works around it.
I tried inserting it as a mesh as well. When I go to convert the mesh over to a solid body I get a warning that there are too many triangles and it will take a long time. I tried anyway and Fusion just freezes. I imagine I am doing it wrong but I can't seem to find directions on the right was to do it.
Hi @Sethjemery - Just out of interest, what file format are you exporting from Blender for use with Fusion? .FBX or .OBJ? As Blender is a Hi Res modeller, I would first attempt to reduce the face count prior to export. I believe there are a number of ways you can attempt this, try research a few of these topics for Blender; Decimate and Limited Dissolve. By doing this prior to export, there are less triangles that require conversion when imported into Autodesk Fusion.
Also, have you seen the workflow on the following ADSK Fusion Community Link:
Solved: Steps for exporting from blender for import to Fusion 360 - Autodesk Community - Fusion - This workflow may be useful to your needs or at least allow you to attempt different methods to hep produce your desired output.
Please let me know if this information helps.
Can you please share the Blender file? (zip it before attaching it).
Sculpted (not modeled) meshes usually are exported as triangulated meshes.
The best model quality will be achieved by remeshing the sculpted result into a quad-mesh. Blender has a tool for this.
I can demonstrate once I have the model.
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