Hi There,
Trying to get to grips with the new gold F360.
I know where the export to stl was in teh beta, but cant seem to find it in the new release.
Where should it be?
Is it dynamic, as in if the object is still form of mesh instead of a true solid, will it not appear etc?
Thanks,
Solved! Go to Solution.
Solved by schneik-adsk. Go to Solution.
I have got a little further and unfortunately still need some advice.
I have what I believe is a watertight mesh after manipulating the original mesh object, it looks water tight, and the properties are as per attached. Which implies it is.
Now I try a convert, and I get an error as per attached failureToConvert.png.
Now if only I knew what box mode was.
I try repair body and I get lots of markers for "Geometry labels", but I see no markers for "error labels"
I have tried auto repair once and I couldnt see it did anything.
What is "box mode" and how do I review in it.
Are there any wiki / tutorials / youtubes on this?
I dont like burning your time with what may be the basics, but cant find documentation relevant to the gold release...
Just found the short web videos on Repair Body and tspline to solid convert, and I belive I have been doing the right thing.
I dont have any red markers but I do have a significant number of Ngons 3 and Star points in yellow.
Running auto repair doesnt seem to help.
I am know I am close to working this out, but would appreciate any pointers.
Happy to share the underlying file, see attached.
Original .max file, and the export to .obj which I imported into F360. cant seem to find where I did that now, getting confused in all this interface churn,.
I closed the bottom of the mesh with
I recreated how I got this far.
New design.
Modify
Import
Select Obj
Select file
There is a warning generated on the make up of the content, though I dont interpret it as critical.
Then to close the bottom, I select one of the inside edges on the bottom and "fil hole"
At that point the properties imply it is watertight.
It appears in smoothed mode at that point, and I use toggle to switch back to box view.
I took your first model.
Deleted half since it is symmetrical
Used unweld edge to break into hundreds of flat faces
Converted these to brep.
Stitched the faces into the helmet and faceplate.
Used laft and patch to fill the bottom opening.
file here:
https://dl.dropboxusercontent.com/u/7825485/helmet.f3d
I left it as three surface bodies but if you stitch these you will get a solid that you can export to stl from the browser.
See you online. Gamertag: flylightning
Huge Kudos for the fast response!
I will have a go and see if I can get this across to STL ( my use of F360 is all for hobby 3D printing )
Then I need to digest what you did and see if I can reproduce.
Did you do all of that in F360, or was some of it in Max?
Thanks.
Thanks,
I managed to stich and export to stl, slicing model now, after scaling it down.
One question, the smoothed object, I dont see the option now, is that effectively gone?
Just curious.
at the risk of this becoming a long conversation, if I spilt the final solid in two so I can print in two halves and avoid support implications, then how do I ensure that the split parts are themselves solids, I used modify, split body, with a plane I had created veritcally through the model front to back, but my two new bodies dont look like solids, with a flat face where split, rather they look like shells again...
OK, worked out how to add a face easily to teh half split of the model.
In Patch mode.
Create / Patch, then selected the edge of the cut model for the boundary, and hey presto!
Now trying to move teh origin for the STL export to be on the flat face where cut and on a corner of the model so it doesnt import the STL miles away in makerware, and will also sit on the platform with a single click...
cant seem to move any origins relative to the bodies, or get the bodies to snap to the origins.
Assuming I am missing the obvious...
OK, my half cut stl seems to have a centered origin on the right face by default, its just massive, needs a lot of scaling to get onto the plate, I , I need to work out the right sizing now...
Here is the right half printed.
This is 12 cm's front to back.
Hi Anthony,
It sounds like you're trying to get your split body to snap to origin, is that correct? Here's a video to help you out!
Let us know if there is anything else we can do to assist!
Thanks Jessica,
In that video, it looks like you are creating a sketch anchored on the origin, then a joint on the component, then snapping the joint to the sketch.
This implies to me that snap component to origin, or move origin to snap on component, are not supported workflows ( at this time )
I just want to be sure I understand what was done there, and if this is considered a work around.
Is that the case?
Thanks.
Hi There,
Further question, when I stitch these together I get the unclosed object icon, and although I can export as STL, I cant solid model further.
I want to be able to slice and dice, union and subtract with other bodies etc.
I have tried relentlessly to work out how to close the object and get a real solid out of it.
Could you describe the expected workflow, then I can try further?
Thanks.
OK, solved it, by increasing the stitch Tolerance value to 1mm, I get a solid body that I can manipulate with union etc.
Thanks.
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