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Messages - 3DWP

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I have used Autodesk Project Miller at the time, I believe it's test results have been used to add the Make solid tool in MeshMixer.

However: I haven't been able to get close to the results I had with Project Miller, that worked every time after you chose the strenghth of the effect (coarse to fine, extreme etc).

Does anybody know what I mean and how to set the MeshMixer Make solid tool so that I can fix hard to print models without the mesh turning into Swiss cheese? I never had that with PM..

I know you can set the quality higher than 512 but then it just takes forever without the results I would like.

Questions & Troubleshooting / 123D apps
« on: May 25, 2016, 01:50:05 PM »
Since a while I noticed MeshMixer isn't on the 123D app list anymore, the Autodesk website is now forwarded to too. Is MeshMixer still from Autodesk? The 123D models don't list MeshMixer anymore either. Is there a reason for this? I think Autodesk should give more attention to MM..

Announcements / Re: meshmixer manual
« on: March 11, 2016, 02:08:22 PM »
Wow, this is great news!

And a website makes sense as MeshMixer changes or rather keeps getting better and more advanced.


Questions & Troubleshooting / Select all or multiple objects
« on: January 28, 2016, 02:50:45 PM »
Hello, I couldn't find this in the software or on the forum:

Is there an easy way/hotkey to select multiple or all objects in the object browser? I want to select a long list of small meshes, do I really have to click them all with Control pushed or is there another way? CTRL+A does work with one mesh but not in the object browser window..

Wish List / Re: Puzzle cut option
« on: December 05, 2015, 08:47:43 AM »
I'm not sure I understand.. But if this could be added as an easy option like ''hollow'' or ''make solid'' that would be great.

I mean this effect:

Wish List / Puzzle cut option
« on: December 03, 2015, 04:58:09 AM »
Sorry is this is possible already (don't think so)  ;)

Often I have the wish to cut a model in smaller pieces and I think puzzle pieces would be a great way (apart from artistic reasons which I would also love). I have seen an OpenSCAD puzzle cut thing but can't understand it and there seem to be some difficulties.

So I thought to ask for it in my favourite software.

Is it possible to add this, and also for organic models to make a shrinkwrap of puzzle pieces with an offset? Maybe to hollow a model first like a head and have that cut into puzzle pieces?

@ AmyInNH

? Please keep this thread on topic, tips about MeshMixer

Another great one from MagWeb, I tried it and it works. Original thread here:

Hmmm...I am trying to figure out a way to align an object "as flat as it can go" to the ground plane, based on three points.  I can totally eyeball it by moving the object downwards until it pokes through the plane (if I place a solid plane on the ground plane), but then comes the slight rotating and moving...and it takes a long time.  This procedure can totally be done with one point easily (Align / Base Point)...but I want to make three points touch the ground plane.

It would work easily if I could drop a Pivot, then drop another pivot, and then "lock" both.  The model would then only rotate based on an imaginary line drawn between those two locked pivots.

Thanks for any ideas!

Some trick I used some time ago:

You might select those three tiny regions.
With them selected run Edit/FitPrimitive.
Use Square or Rectangle with SinglePrimitive checked and CreateNewObject unchecked.

Use the resulting plane to align ...

Awesome! That is another great tip and very clever. This is going in the tips thread  ;D

Just saw MagWeb's comment on one subject I also didn't know (and had trouble with): color models. I tried to open color models with MM - no color.. I found out a while ago you have to use import in MM, see also MagWeb's explanation below (from this thread by the way:

Don't use the external way "Open with" to open the .obj in Meshmixer from WIN Explorer/ MAC Finder. This way does not read the texture information.
Use Import from the start up screen (or the Import button if there's already some scene) to import a textured file.
(There have to be three files within the very same directory: A .obj which points to a .mtl which again points to an image file)
If you do not see your texture now you have to switch the shader: Click SHADERS in the left sidebar and drag the "world" sphere onto your object. This should show the texture (if there's no mistake in the obj-mtl-image chain).

Check your files dimension in ANALYSIS/UnitsDimensions. A common mistake which causes that hollowing can't give some result is that the object simply is to small to allow a certain wall thickness. Set it to the desired size in UnitsDimensions.
Now go to EDIT/Hollow. Entering the tool makes it run automatically with a preset wall thickness of 2mm. The outer surface gets a ghost and you'll see the inside shell. If you want a 5mm wall drag the OffsetDistance slider to that value and hit UpdateHollow.
Now pull the HolesPerHollow slider to the desired number of holes and hit GenerateHoles. You can change the holes position by dragging the red sphere handles. Set the holes' radius with HoleRadius.
If ready - click Accept.

Do you need ASCII or Binary .ply? Meshmixer writes an ASCII file . Do you need color information as per-vertex-color or as a true texture? Meshmixer's current ply exporter seems to support per-vertex-color only.

Also see this thread:

Announcements / Re: meshmixer 2.9
« on: May 02, 2015, 05:10:38 PM »
It doesn't work for me, I seem to get very weird results. The scribble on surface doesn't work - the model flips around very strangely. I have a flat surface and still it aligns at a weird angle, sometimes nothing happens. When I first click ''flip'' the alignment of a flat surface to the grid does work but only once..

Should I reinstall MeshMixer maybe? Maybe something in Windows is buggy..

Announcements / Re: meshmixer 2.9
« on: May 02, 2015, 09:28:11 AM »
Thanks for the major update! I also have a question about the align tool, I tried different things but how do I align a plane cut surface to the build platform?

That's where you see the usefulness of some documentation - I forgot about the "1" smoothing and double click on smooth boundary...

As told by Magweb, different users have different usages! See for example my low-poly count tutorials, something MM was not created for initially.

I remember those tutuorials, they are great! I learned about the space bar and shaders because of those clips :-)
There's alot of info already in this thread, I really think this is a goldmine for MeshMixer users. Thanks to all contributors!

Thanks for all the info, it should keep me busy for a while  :)

Yes, it now fits more in Q&T thanks.

Wow, great! Keep them coming :)

- When selecting an area and you want to highlight everything within that selection including little missed spots increase and decrease a couple of times.

So for example first 3X > and then 3X <

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