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Messages - MagWeb

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1
Wish List / Re: Faster Support Generation
« on: Today at 04:33:22 AM »
You might try this:

- Create a duplicate of your highres object. Hide your highres object.
- Decimate your duplicate object
- Create supports on that reduced duplicate
- That done go to SELECT, select the reduced object's surface and discard it so only supports remain
- Show your highness object and combine it with the supports.

Notes:
- Doing this you'll see MM treating the supports as standard objects running Overhangs once again;
- Be careful while reducing. Reducing too much might result in intersection between supports and highness object finally.

2
Questions & Troubleshooting / Re: Possible to plane cut along a curve?
« on: November 07, 2017, 03:39:23 PM »
If you want to get a nonplanar cut you've to go the Boolean way.

Something like this:

- SELECT/Extract the outer shell of your object (A) as a separate object (B).
- On B construct a cutting line by manually selecting one half and running SmoothBoundary to get a FaceGroup on one half.
- Select this group and run Edit/EraseAndFill with FlatRemeshed as FillType.
- Select the new surface and run Deform/Smooth with ConstraintRings down to 1 and maybe a bigger SmoothingScale to get a nicer cutting surface.
- Invert this selection and discard the remaining surface coming from your source object.
- Now there should be just a cutting surface with an open boundary.
- Select this surface and extrude it to be wider than one half of object A. Select parts of the extrusion's side walls and extrude these parts as well. You should end in an object inscribing one half of your object A totally.
- Now make a copy of A and B as well to get two pairs.
- Activate A1 and B1 and run BooleanDifference.
- Activate A2 and B2 and run BooleanIntersection.

Hope this does what you want to get.

3
General Discussion / Re: The Menu Bar Is Still Gone (3.3)
« on: November 03, 2017, 04:52:11 AM »
Did you try downgrading the GPU driver as explained in 3.3 FAQs?

4
Questions & Troubleshooting / Re: Silent install of Meshmixer 3.2
« on: October 25, 2017, 04:49:41 PM »
Yep, please try current beta (out since August):
http://meshmixerforum.com/index.php?topic=4706.0

5
General Discussion / Re: Imported model scale is always way off
« on: October 24, 2017, 05:50:01 PM »
If you export from Rhino (at inch) to mesh > import to MM > export from MM to mesh > import to Rhino (at inch) you may not worry about units for, as said, values stay the same as long as you do no conversion.
Ignore the "mm" unit labels in MM and think of them as inches (or set UnitsDimension to use inch labels while keeping the values the same).

Note : Here on Rhino for Mac there's a import dialog where one can set the imported mesh's unit. If this unit is different to Rhino's scene ("model") unit, Rhino  does a auto conversion (scaling). So if you're sure that your mesh already owns the right values, you've to set the same unit here as your Rhino scene uses.

6
Hmm, what exactly are you doing in Rhino and MM?

Did you construct the Y base object and the "dimple" objects in Rhino and you only want to subtract the pattern from the Y base in MM?
Or did you do only the base in Rhino .... or something else?

An image would help...

@ your scale issue:http://meshmixerforum.com/index.php?topic=4756.msg10027#msg10027

7
General Discussion / Re: Imported model scale is always way off
« on: October 24, 2017, 04:31:42 AM »
.Obj and .Stl do not know Units. These formats only know pure values.
So if you save an object (e.g. the default bunny which is 50 in Y) only "50" is stored no matter if you export from 50 mm, 50 cm, 50 m, 50 ft or 50 inch.

In MM "mm" is the default unit (unfortunately no way to change that). Anytime you import an object to a fresh (or replacing the existing) scene MM will fall back to "mm".
Now the first thing you need to do is to go to ANALYSIS/UnitsDimension and set inches there. If your file was written from a scene using inches you need to keep XYZ the same while you need to convert it if it was written using "mm" (or any other unit).
If your scene is using inches now and you import another file (written in in inches) appending it to the scene it should show up scaled right.
A problem are mixed source where different files were written in different units....

Against that MM's own format .MIX saves the scene including the used unit. So as long as you deal with MM use .mix format

8
Great project!

Just a note on my Mac-only SceneManager:
It's Python source code should run on a WIN machine as well (You would have to install Python and setup MMApi. This done you could run the code via Python Shell)
For there are still issues to polish in the code (I didn't find the time to get that done) I didn't compile it to a standalone  .exe yet.
Sure it would be much better if something like this would be MM native.

For multiple export  to STL I just did a script doing this. You'll see it's pretty simple and stores the files hard coded to meshmixer/models but it does what you want:

Code: [Select]
import mmapi
from mmRemote import *
import mm
import os


# initialize connection to MM
remote = mmRemote()
remote.connect()

# get list of objects:
cur_objects = mm.list_objects(remote)
# loop listed objects:
l = len(cur_objects)
i = 0
while (i < l):
    # find objects' type:
    cmd2 = mmapi.StoredCommands()
    t_key = cmd2.AppendSceneCommand_GetObjectType(cur_objects[i])
    remote.runCommand(cmd2)
    obj_type = mmapi.any_result()
    cmd2.GetSceneCommandResult_GetObjectType(t_key,obj_type)
    remote.runCommand(cmd2)
    # save meshes only:
    if obj_type.i == 1:
        # get the current name:
        object_name = mm.scene.get_object_name(remote, cur_objects[i])
        # store the mesh to meshmixer/models:
        cmd2 = mmapi.StoredCommands()
        cmd2.AppendSceneCommand_ExportMeshFile_CurrentSelection (os.path.expanduser("~/documents/meshmixer/models/" + object_name + ".stl"))
        remote.runCommand(cmd2)
    i += 1
   
# done!
remote.shutdown()

For such things are scripted easily, think a possible solution would be a feature to run loaded scripts directly from within MM.

9
General Discussion / Re: Meshmixer for Medical Community
« on: October 12, 2017, 05:02:52 PM »
Just a note to Dr Rickey's wish list:

 "It would be great to have a way to lock an object so it couldn’t be inadvertently edited, but would otherwise be visible."

Exporting the part (stl or obj)  and reloading it via menu:File/ImportReference the object shows up green and isn't editable.

10
If you are on Meshmixer 3.2 you manually have to create a copy of custom_printers.xml and edit this copy in some text editor (as Editor on WIN, TextEdit at Mac). You'll find this template file in Documents/meshmixer/printers. Follow the link noted in the file to create a new UUID for your printer. Save the edited file to the same location. At MM's next start you should find it in the printers dropdown list.
The dialog in Preferences and its Printers tab is broken in 3.2.

The mmmanual at http://www.mmmanual.com/printing/ refers to the upcoming print workflow in 3.3. You may try current beta 3.2.487. Go to https://beta.autodesk.com, sign in or create an account and click on Meshmixer Beta to get it.

11
Questions & Troubleshooting / Re: Creating a bite
« on: October 10, 2017, 04:28:19 PM »
Something like this?:

After making the gap between upper and lower part.
1. Activate both parts (Shift+LMB-click to activate a second object) and run EDIT/Combine;
2. Create the "wax" object to bite (Here I used a scaled MESHMIX pimitive cube pasted as a separate object > Set CreateNewObject as CompositionMode)
3. Check the meshs' densities: Hit W to show the wireframe. Densities should be almost the same on teeth and wax
4. As there's to low density on the wax: A quick way get a higher density on the wax is to run MakeSolid  and adjust SolidAccuracy and MeshDensity.
Now activate the wax first and after that (with Shift+LMB-click) the teeth object
5. Run EDIT/BooleanDifference and you should get the bite in the wax (6)

12
Questions & Troubleshooting / Re: Creating Sructures Manually
« on: October 05, 2017, 04:54:01 PM »
Seems the distance from ground to the rat's nose is smaller than 2 times the tips' height. Therefore the either post cylinder connecting both tips is "negative".

After running the auto generation of supports you may change the support parameters for manual editing. E.g. a bigger post diameter allows to get more stability of the structure... In your ground-to-nose issue you simply need to reduce the TipHeight in AdvancedSupport and draw this support after that.

13
Questions & Troubleshooting / Re: Creating Sructures Manually
« on: October 05, 2017, 01:24:32 PM »
Seems the beak is outside the printer's volume? As mentioned MM only builds supports inside the current volume.

Just to test:
Try a very big printer e.g. the Wasp 60 100

BTW: You can post images here expanding "AdditionalOptions" on the post form.

14
General Discussion / Re: Affecting / Removing surface details
« on: October 04, 2017, 05:52:30 PM »
@ 1: Think - never sure about what could be done in MM :
You might construct a slightly offset closed surface from the "base"-surface and use this as a subtrahend in BooleanDifference....and in SELECT Transform the selected boolean group without "SharedFrame" being enabled....

@2: To remove details:
You might try SCULPT and its Smooth brush (hold Shift while sculpting).

15
Questions & Troubleshooting / Re: Supports not generating
« on: October 04, 2017, 04:48:12 PM »
MM builds supports only within the printer's workspace.
That's why you can generate supports on the default bunny (aligned to the origin = within this space) while the tool fails on your scull (outside this space)

You need to orient your object inside your printer's volume virtually:

Go to EDIT/Align;
Set Source to "BasePoint" and Destination to WorldOrigin/Yup (in MM "Y" is the vertical dimension)
Accept

Now supports should be done fine (as long as the object isn't bigger than the printer's build volume)...

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