Did some tests with a two-boundaries open part. My test part is a cylinder where I discarded the upper and lower plane surface.
Found:
1. Seems MM takes the the longer boundary (and if lengths are equal the one owning more vertices) as the boundary to be welded to the target surface ???
2. Dropping a two-boundaries open part on a target the first time might result in a "spike to somewhere" (the center of the "first object's first bounding box" in most cases). You might not see it at all, but if you can't see the blue line at the interior boundary after accepting the tool: It is there.
This spike is the result of sucking all vertices on the second boundary to this point. This point is created at the moment you import the first object to the scene. It doesn't move along the object as one transforms it . Dropping a two-boundaries open part on a second object the second seam is sucked to that point (not to its own center) as well.
Pivot was created before moving bunny1
3. This "spike to somewhere" blocks dropping any further open part onto an object already owning such a spike within a MM session. This gives the gizmo-only situation. If you save the scene as a .mix and reload it you'll notice different actual looks of the spikes. After that you can drop open parts again (until a two boundary part results in a spike again)
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4. Using Type=RotInvCoor instead of COILS seems to be more robust on a two-boundaries open part (but there happened spikes in some situations too):
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Yep, if you added too many categories there's way to scroll the list of categories. You might move some or all default categories from .../Documents/meshmixer/libraries/parts/default but do not delete the default folder...
Another option might be to drop the parts via a mmAPI script...
Gunter Weber
Triangle Artisan