Turning a 3D surface body model (obj) into something 3D printable

Turning a 3D surface body model (obj) into something 3D printable

Anonymous
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Message 1 of 19

Turning a 3D surface body model (obj) into something 3D printable

Anonymous
Not applicable

I'm new to Fusion 360, read/watched some of the tutorial videos, and am mostly interested in this as a way to make things to 3D print. Thus far, I think I have at least some of the basics down, and have produced some simple things that were printable.

 

My current problem is trying to work with with more complicated objects as a starting point.

 

I have some 3D models (.obj), I think the term for them is "surface body" models, where all I have is a zero-thickness shell that makes up the object.

Example model loaded into dropbox: https://www.dropbox.com/s/ada4maf81hfce77/Sword%281%29.obj?dl=0

 

I want to take this shell, make it solid, then chop it into 3D printable pieces... and I'm stuck on that first step.

 

I've found Sculpt > Utilities > Convert > Quad Mesh to TSpline, which converts it into something that I can chop up in the Model tab, but I haven't yet found something that allows me to fill the shell. I've tried the Stitch, Boundary Fill, and Thicken commands, but none even allow me to select the shell to do anything with.

 

Any advice would be greatly appreciated.

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Message 2 of 19

Anonymous
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One alternative, depending on the complexity of your body, is to crate another body, a cube, lets say, around your t-spine shape. Then you might be able to use the shape to cut the body around it using the combine feature.

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Message 3 of 19

TheCADWhisperer
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@Anonymous wrote:

 

I've found Sculpt > Utilities > Convert > Quad Mesh to TSpline, which converts it into something that I can chop up in the Model tab,.....


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

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Message 4 of 19

TrippyLighting
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Accepted solution

This is fairly simple to do with your model, because the .obj mesh is not triangulated. Thus when imported into Fusion 360 the mesh can be converted into a T-Spline and from a T-Spline into a BRep. Make sure to turn off auto triangulation in the preferences!.

 

Your model when converted into BReps  converts into two solid bodies (hilt and pummel) and two open surface bodies (blade and handle). In the screencast I use the Boundary fill tool to turn the blade and the handle into solid bodies.

 

 


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Message 5 of 19

Anonymous
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TrippyLighting

 

I'm trying to follow what you did, but after importing the .obj, I don't see the convert option. What am I missing?

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Message 6 of 19

TheCADWhisperer
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Can you attach your original *.obj file here?

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Message 7 of 19

Anonymous
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Attached.

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Message 8 of 19

TheCADWhisperer
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Consultant

What is the source of the original file?

It looks like the work is poor quality (see attached), I think that I would remodel as native Fusion geometry.

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Message 9 of 19

TrippyLighting
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You need to turn off the timeline. In the screencast is do that by right clicking on the root of the browser and selecting " do not record design history'


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Message 10 of 19

TrippyLighting
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What makes you believe that it is poor quality ?


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Message 11 of 19

TheCADWhisperer
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Visual inspection of original import.

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Message 12 of 19

TrippyLighting
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By what criteria ? 

The model has clean quad mesh geometry that converts fine from mesh to T-SPline to solid model.

It might not be very detailed, but that does not mean it's bad quality.


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Message 13 of 19

WHolzwarth
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Mentor

Good evening to all F360 forum members,

generally I'm Inventor user, but I think, it's time for extending my horizon. TheCADWhisperer - well known in the Inventor forum - seems to have similar thoughts.

 

I've seen several interesting comments, answers and solutions by Peter (TrippyLighting) here in the F360 forum.

 

I'm only F360 novice, but I'd like to ask:

Is there an easy way for melting both bodies on the screenshot into a clean transition?

 

Sword end.jpg

 

Thanks for your help

Walter

 

Walter Holzwarth

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Message 14 of 19

JDMather
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@TrippyLighting wrote:

By what criteria ? ....


Eisner's Connoisseurship Model

 

Sub-optimal workflows - connecting two bodies smoothly.


-----------------------------------------------------------------------------------------
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Autodesk AutoCAD 2013 Certified Professional
Certified SolidWorks Professional


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Message 15 of 19

TrippyLighting
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I've created a screencast of how that can be approached. But first a quick render of how that looks like when completed:

 

Sword handle.png

 

 


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Message 16 of 19

WHolzwarth
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Many thanks, Peter.

It's good to see, what talented people can achieve.

Looking at your video, it seemed to be no easy workflow.

Smiley Wink But are you really pleased with the result?

Walter Holzwarth

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Message 17 of 19

TrippyLighting
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Good question!

 

Let me answer it this way. The connected pieces have quad face topology good enough to convert from a T-Spline into a surface. So far, so good.

If I would have to design the thing from scratch I'd have done it differently to make transitions smoother and even with the model as is the results can certainly be improved.

But what might be an improvement for me might go against what the original designer had intended.

 


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Message 18 of 19

Anonymous
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Got it to work, and just as importantly, got it to print! Thank you so much. 🙂

Message 19 of 19

WHolzwarth
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Mentor

I've played some time with, both in F360 and Inventor.

STEP from Inventor attached.

 

Sword.jpg

Walter Holzwarth

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