It's been an interesting few evenings, continuing to try move forward with Fusion 360. I’m being very positive.
By trial and error, I found the mesh export came to the app by File Open quite successfully and a I spent time reading and watching videos on how you could (because there are menu options existing) create a slice through a mesh that enables reverse engineering. This would have been a very good solution. I watched, repeated the task, watched again, repeated again, but in my real world it does not work. It is simply not possible to select the mesh in the tool provided. Another dead end. Maybe it is because the mesh isn't closed. i,e the hull form is open, not a spanner or arm for a fictitious robot part.. Technically though, it is a mesh, it should have worked. I tried to read supposed solutions but too clunky, none sensical, and none of it works.
Then, looking the mesh I decided to have a go at creating form faces in a 3D view to build a few ribs, or splines, or whatever you want to call them. They are in the file I have enclosed, and you can see I used them to build faceted faces on a little model. This was quite successful given that it is not possible to click (snap-to) to a guaranteed point on the mesh.
Working in the 2D plane was poor with the coordinates randomly flicking between one plane and another as attempted to sketch. Another nonstarter.
So, at this point I am, in a fashion, creating approximate rib sections that give something to form a hull shape on. It is a somewhat faltering start.
Then I tripped over the ability to convert the mesh to a forms ‘body’ and this means I have a 3D collection of faces of the hull, which can be edited, so now have the ability to to snap to face edges. I am, for the first time actually achieving something.
But what about fine tuning the imperfect mesh/body that was imported. Yet another mind-boggling lack of functionality. The 3D co-ordinates are only available in a relative sense. So you don't know where you are starting from: 0,0,0 (not the actual location), so you don't know where you are going.
There is nowhere to put in an absolute destination x, y, z. On my mesh/body I can see anomalies caused by the way I built the 3D model in Freeship, but I cannot fix them because I do not seem to be able simply say I want this point at x=1000, y=10,000, z=2,000
There is the inspect tool which will give you absolute reference points and will compare one location to another, but what use is it? Without giving the ability to use those figures to specify the absolute position of X, Y, or Z, and then the relative location of other points around the fixed coordinate is pointless. In my case I see a mistakenly concave hull section but am powerless to fix it in a controlled way.
It might be Autodesk wants me to find the table of reference points and start amending them manually in a character-based or spreadsheet way. I find it hard to believe that this is necessary. This for me is an artistic pursuit, I want to print off what I think is an ultimate form. I do not see my needs are anymore than any designer in this supposed ‘Top down’ topology. I mean, would not any manufacturing, architectural, print, or reverse engineering process want to know and use precise coordinates to work from.
There are tools I have been using in the Fusion 360 UI like 'straighten' which only goes to prove the point that straightening is only as good as knowing where the first and last point you want to straighten between are. I see there might be add-ons that people have created for the numerous people who have asked the same question, but I can bet they will not work with the 'Forms' module.
So. Am I wrong? Can I reference and address fixed coordinate points? nor am about to try straightening edges by visual sight in a 3D perspective view of a model, point by point?