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How to thicken walls of a hollow non-geometric model

bryn.parrott
Contributor

How to thicken walls of a hollow non-geometric model

bryn.parrott
Contributor
Contributor

I have a model that originated as a mesh (stl) file created by a scan of a real world cast metal object.  the model is of a dog (therefore non-geometric) .  It is 300 mm in length, and hollow with walls ~3 mm thick.
The client has requested this model to be reproduced with thicker walls to aid him re-casting.
The mesh was inserted into Fusion 360 and converted to a solid object using prismatic conversion.

A screen dump of the model is attached allowing you to visualise the situation.  This particular image is of an object that is similar in nature to the final object, which I do not yet have in my hands.

How can I reach the goal to change the model to have thicker walls - a 3 mm increase in thickness was requested. (?).

Now, I have tried to convert the object into a "surface" object preparatory to changing the thickness, but this causes Fusion 360 to crash and freeze, consuming 101% of CPU resources. I have to kill the process.
One possibility I though of - have not yet tried - is to simply increase the number of perimeters in the Slicer program when the object is to be printed using FDM process.  But its unclear if this will meet the goal without consequence, and I prefer to first try changing the source model.

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jhackney1972
Consultant
Consultant

Pictures are not good for trying possible solutions.  Please attach your model.  If you do not know how to attach your Fusion 360 model follow these easy steps. Open the model in Fusion 360, select the File menu, then Export and save as a F3D or F3Z file to your hard drive. Then use the Attachments section, of a forum post, to attach it.

John Hackney, Retired
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bryn.parrott
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OK thanks for responding.  F3D file attached.

I am currently experimenting with the idea of crating a scaled down copy of the model, to reach 6mm less than the current dimensions. Then fit it inside of the existing model and combine the two together.  Some adjustment of the smaller version may be required on the outline so that the "height" is the same as the original (so as not to have a "step" on the inside wall).

As mentioned, this project is just a test of concept to be applied to the real "dog" object when I receive the physical object from the client, have it scanned, then go to work on it.  The difference in concept between the frog model and th dog model is that the dog model has two halves designed to be fitted together, and the overall object is hollow inside which makes it use less metal for casting and also significantly lighter.  This project is the first step in a process of "Investment Casting" for the client as a hobbyist to reverse engineer the cast model in scaled version for his interest.

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jhackney1972
Consultant
Consultant

I am not sure but I do not think Fusion 360 is the proper application to accomplish what you desire.  I will let others more versed in manipulation of STL chime in.

John Hackney, Retired
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bryn.parrott
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As mentioned, the object has already been converted into a F360 Solid Object.
I mentioned the fact that it started as a Mesh STL because that would indicate that it has thousands of faces (because its fully curved) and alsomost no flat surfaces. Thus some obvious ways to do this are ruled out.
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TheCADWhisperer
Consultant
Consultant

I would try in Autodesk MeshMixer.

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TrippyLighting
Consultant
Consultant

@bryn.parrott wrote:
As mentioned, the object has already been converted into a F360 Solid Object.
I mentioned the fact that it started as a Mesh STL because that would indicate that it has thousands of faces (because its fully curved) and alsomost no flat surfaces. Thus some obvious ways to do this are ruled out.

 

1. Converting a organic triangular mesh directly into a solid model is a bad idea for a number of f reasons.

2. A triangular mesh exist has zero curvature and consists  entirely of perfectly flat triangles.

 

Use Autodesk Meshmixer! 


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bryn.parrott
Contributor
Contributor

Thanks for suggesting Meshmixer BUT
1. The product is deprecated in favour of Fusion 360 (but F360 implements some unknown subset of its features
AND

2. It only runs on Windows (and I have a Macbook Pro M1 AND Auto desk are no longer maintaining Meshmixer so we are never going to see a Mac version.)

Seems like Autodesk acted a bit too soon in deprecating Meshmixer, if you experts are recommending it, and my own observations indicate the F360 implementation of mesh handling seems a bit short one end. If Products like Blender, Prusa Slicer and others can handle mesh files easily, without hour-glassing and throwing errors, why not Fusion 360 (when those programs are in the public domain...)
Earlier today I looked at using Blender (again), but gave up (again), unable to navigate its UI.

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bryn.parrott
Contributor
Contributor
Great response. I'm doing this because I have no choice. Fusion 360 mesh tools are 'ah-hem' agricultural at best.
See comments regarding Meshmixer below.
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TrippyLighting
Consultant
Consultant

@bryn.parrott wrote:
Great response. I'm doing this because I have no choice. Fusion 360 mesh tools are 'ah-hem' agricultural at best.
See comments regarding Meshmixer below.

Being on macOS unfortunately limits choices. Trying to manipulate triangulated meshes unfortunately limits choices even more.

If I remember correctly, Meshmixer was developed by a single individual and that Individual and the software were acquired at some point in time by Autodesk. That developer is no longer working for Autodesk and development has stalled. Now a subset of the Meshmixer functionality has been transferred into Fusion 360, but unfortunately a lot of the very useful functions such as thickening and unwrapping are still missing.

 

I still maintain what I posted. The chances to get this thickened using the solid modeling tools are slim to none.

I would also think that Blender isn't the right choice for this. Meshmixer has a toolset specifically developed for dense, triangulated meshes.

Blender is predominantly a polgyon and Sub-D modeling and animation tool that works best with quad meshes.

You might find a workflow for triangulated meshes in the sculpt tools in Blender. 


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TheCADWhisperer
Consultant
Consultant

@bryn.parrott wrote:


The client has requested 


Explain to the client that you do not own the right tools for this job.

or

Aquire the right tools for this job.

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hfcandrew
Advisor
Advisor
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bryn.parrott
Contributor
Contributor
Accepted solution

I'd like to thank all of you folks for your responses to this request for help.

What I did....
I fired up my long neglected - rarely used  and forgotten instance of Windows 11 inside Parallels, and there installed AutoDesk Meshmixer from the deprecated site (link provided earlier).  I also installed Mesh Magic because Google shoved it at me.

I tried to use Meshmixer  to thicken the walls, using various methods, including the "Hollow" command mainly.  The hollow command has a whole heap of options that are not explained and I do not understand. But does not have the equivalent of "Shell" command found in fusion 360.
I have decided that the Frog Model does not properly represent the Dog model.  With the Frog Model consider it to be like a Soup Dish, and what I am trying to do there is thicken the walls of the soup dish. One side of the dish is convex, the other concave, so "hollow" to regular folks eyes (but maybe not a mathematician).  It seems neither Fusion 360 nor Meshmixer understand that kind of model, therefore as one respondent said, these tools are not suited to the job.  So I must just accept that and move on.

It would be great if one day Autodesk were to have an epiphany and "bling" understand the issue, and develop functionality to handle the situation.  But for now thats just a dream.

So, I have now moved on to use a different representative model.  I am using a model of a Lizard (see attachment) which is a regular type of model, having convex outside surfaces, more representative of the dog, which could be described in the same way.
I currently have this in Fusion 360. [[ Fusion 360 has now been upgraded to the latest V19 release, which promises to be faster.]]
The lizard It has been inserted as a mesh, error checked, and converted to face groups, then converted to a solid.  Fusion 360 then threw a fit when I tried to use the shell command to hollow it out.  What I mean is that F360 just spins the rainbow icon and sits there forever using 101% of CPU, which is under utilising this platform, which has 8 cores and 32 GBytes of RAM and umpteen graphics cores.  I take it that the recent conversion over to Apple Silicon support was done in a minimal way. And the latest release has not really improved things much that I can see. It still hangs on various commands, including this one.


So, I try again, this time use the shell command on the original inserted mesh, and not to go thru the conversion to solid step.  And it works instantly, when I set the wall thickness at 4mm, then later 5mm.  I am able to plane-cut the lizard and see the effects of the shell command.
The shell command appears to have left alone those parts of the model that are too small to accommodate a 5 mm wall thickness, which makes some sense.  But this highlights one defiiciency of the lizard stan-in. Its much smaller thaan the dog model will be. Thats easily fixed by scaling.
I will still need to convert this thing to a solid, so as to prepare for the next step.

So, this simulation using the lizard stand-in for the dog appears to indicate this step in the overall process is feasible.

The following steps needing to be tested, :
1 plane cut the object two ways,

2. generate alignment key dowels.
This is needed because the model will be used for casting, each part will be separately cast then the pieces reassembled.
I would wish for Fusion 360 to be able to automate the process of slicing up the model and including dowels, as provided in Prusa Slicer, but it seem this may be too much for Fusion 360.  Instead I must go through it step by step, effectively manually.  Its tedious. but at least it isn't excessively difficult.

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hfcandrew
Advisor
Advisor

Ya some valid points. I guess the only thing I disagree with is "It seems neither Fusion 360 nor Meshmixer understand that kind of model, therefore as one respondent said, these tools are not suited to the job. "

 

Some models need to be 'prepped' in order for a tool to run. I'd guess that if it failed for you, it was because the model was not setup right. This is the user's responsibility to know what the tool does. This is like typing "1+1=" on a text document and then complaining "2" didn't magically appear.

 

Meshmixer's  hollow' tool works fine for me:

 

Can you post a video of what is happening when you try?

 

Export any other .stl you want me to take a look at.

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bryn.parrott
Contributor
Contributor

The models are stl files made by someone else.  Criticise them all you like, but I didn't make them, and we got to work with what we got OK?

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hfcandrew
Advisor
Advisor

I didn't criticize the models, your models are fine. I criticized your statement.

 

I also did offer to work with what you got.

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bryn.parrott
Contributor
Contributor
As mentioned in the immediate prior post, I regard this topic as closed. Its because The frog and the lizard are only stand-ins for the real object of the project, which is a dog named Mozart.

I now have Mozart real world model, and it has been scanned. So I am now working with Autodesk engineers to try to achieve the goal to thicken the walls of the model, having a β€œdish” topology. There are also other issues cropping up when various forays are made into possible methods to handle the overall issue, such as the β€œunstitch” command freezing the application, shell not working as expected, and other similar issues.

When I try to β€œthicken” the walls of the object, it is having trouble handling so many mesh triangles (even though it has been converted to a solid).
It just will not select the inner wall, or indeed, any of the triangles. It just does nothing when I try.

I just do not believe that a product like Fusion 360 cannot handle the dish topology in an elegant manner, given its pedigree.
It should also be able to handle a load of triangles, after all, in slicer products like Prusa Slicer, it handles them easily and quickly.

Dish topology is not a rare thing in the real world. And thickening of the walls also not that unusual a requirement.
I just do not know how to use the product to its best. Granted. So I stand to be educated.
Cheers, and thanks for trying to help.
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TrippyLighting
Consultant
Consultant

A scanned triangular mesh does not have any topology in a mathematical sense. That exactly is one of the problems!

I feel you have either not listened or not understood what we have posted.


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bryn.parrott
Contributor
Contributor

Nobody but you mentioned anything about mathematical topology.  And really, its beside the point in any case.
Certainly nobody here has proposed a workflow that actually works to deal with the issue. 

 

The fact is that the model started from a scan of a real world object, and is an obj/stl mesh file.  The goal is to thicken the walls of this object which has dish topology, meaning it has a concave inner surface, and an convex outer surface, joined together at the top.  F360 appears unable to see the wood for the all the trees and unable to convert the mesh into smooth curves which is what the object really is.  And then has trouble handling over 200,000 mesh triangles/vertices in performance of existing functions like 'thicken' and its cousin "shell".
Autodesk customer support are looking at this issue but thus far have not been able to determine a solution.  Nice folks though, they are not arguing with me about whether the object has topology or not.
As for you I suggest you go have a bex and a lie down, you aren't helping anyone with that type of response.

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TrippyLighting
Consultant
Consultant

@bryn.parrott I will make one last attempt to explain why what you are trying to do is not simple. Just because the need you have with the models is simple to verbalize does not actually mean it is simple to implement. 

 

As you describe your model is a scanned mesh. That mesh consists entirely of triangles. Each of those triangles has a surface normal, which is a vector perpendicular to the surface of that triangle. Thickening and shelling simply offsets the surface along that surface normal by the specified amount.

Triangulated meshes and in particularly scanned meshes that likely have a good bit of noise in the data, meaning relatively sharp angles between the triangles. When the surfaces are offset by too much, these "sharp" angles cause triangles to collapse, or create self-intersecting geometry.

99%+ of thickening and surface offset operations that fail, fail because of that!

 

CAD software under the hood represents 3D geometry  as analytic geometry or NURBs surfaces when they are arbitrarily curved. In solid modeling software those surfaces are stitched together into a BRep. Those are mathematically precise descriptions of geometry, with topology  and without finite resolution. 

Triangular meshes have two problems. They have finite resolution and no topology. That is the reason they cannot just be converted into curved CAD surfaces.

When a triangular mesh is converted directly into a solid body, each and every of these triangular facets is converted into an analytical surface, which is computationally much more taxing than a mesh representation. As such this is rarely a recommended workflow.

 

However, regardless whether you try to simply thicken a mesh ( for example Shrink/Fatten in Blender) or try or thicken a BRep CAD model , the issue is collapsing geometry and self intersections. Based on over 30 years of professional use of CAD and other 3D modeling software I can say that this isn't unique to Fusion 360.

 

What is unique to Fusion 360 is that Autodesk has started transferring some functionality from Meshmixer into Fusion 360.  That transfer is far from complete and AFAIK does not include the mesh specific functions for offsetting and thickening triangular mesh geometry. 

Also, Meshmixer was developed independently of CAD software and specifically to deal with triangulated mesh geometry. 

 

That is the reason we recommended Meshmixer.

 

Of course there are other possibilities to create what you are looking for,

The triangulated mesh can be re-meshed into a quad mesh, which then can be converted into a T-Spline and then BRep/Surface model. Then one could possibly use the shell function. But there are multiple caveats and gotcha's with such workflows. 

For example, in  order to be able to offset a surface you need to limit curvature (to avoid said self intersections) so it might be necessary to smoothen the mesh, either as a whole which might result is loss of detail, or locally which is very labor intensive and usually requires multiple iterations.

 

That is exactly what the nice and helpful support engineers at Autodesk are dealing with, and why they have not yet found a solution.

 

 


 


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