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1
Linux / Re: Meshmixer running on all modern Linux distributions
« Last post by hugoviejo on Today at 04:54:10 AM »
Hi Frankv

Yes, you can edit the meshmixer.sh to point to your existing directory, but there is a small mistake in your path (a missing slash after HOME reference)

Code: [Select]
-v ~/frank/3DPrint:/home/meshmixer/3DPrint
I don't know what will be the problem with the crash that you get when opening your existing models.
There are many possible problems that fit this error, including problems with the graphic card drivers included in the container image, some incompatibility of the models generated with the new version, etc.

I've only tried loading downloaded models from thingiverse and 123D.

I will improve the image if the MM support team gives us any clue about what may be happening.

greetings
2
Linux / Re: Meshmixer running on all modern Linux distributions
« Last post by frankv on Today at 04:01:47 AM »
Thanks for that Hugo!

NB: It can take a while for MeshMixer to start the first time, because it is downloading a few hundred MB... be patient!

A question... Can I just edit the meshmixer.sh to point to my existing directory? e.g.

Code: [Select]
-v ~frank/3DPrint:/home/meshmixer/3DPrint
And....

Aaarrghhh! Help!

I can create new files, save them, load them up again. But when I try to load one of my pre-existing models (copied to shared_directory), MM crashes :( . These models were created with the latest stable MM on Windows. I'm running Ubuntu 16.04 here. Happy to share my .mix files, but they're 13-18MB each.

Code: [Select]
frank@computer:~$ ./meshmixer.sh
Trying to run a new data container.
The container already exists, relaunching the old old one.
+ meshmixer
[Config::RestoreConfig] Restoring config from /home/meshmixer/.config/Autodesk/meshmixer.ini
[Config::StoreConfig] storing config to /home/meshmixer/.config/Autodesk/meshmixer.ini
[AbstractUI] LibrariesPath is /home/meshmixer/Documents/meshmixer/libraries
[AbstractUI] LibrariesPath is /home/meshmixer/Documents/meshmixer/libraries
[AbstractUI] LibrariesPath is /home/meshmixer/Documents/meshmixer/libraries
[AbstractUI] LibrariesPath is /home/meshmixer/Documents/meshmixer/libraries
[AbstractUI] LibrariesPath is /home/meshmixer/Documents/meshmixer/libraries
[AbstractUI] PrintersPath is /home/meshmixer/Documents/meshmixer/printers
[AbstractUI] ModelsPath is /home/meshmixer/Documents/meshmixer/models
[Begin Log]
[Begin Log]
[Begin GA with uid = 3d90f18021f24b6e86a2bf231267cfb9]
[Begin GA with uid = 3d90f18021f24b6e86a2bf231267cfb9]
[GA manager started]
[GA manager started]
libGL error: failed to open drm device: Permission denied
libGL error: failed to load driver: i965
[Is Devel is 0 ]
[Is Devel is 0 ]
[calling ResourceManager::InitializeInMainThread]
[calling ResourceManager::InitializeInMainThread]
 [ResourceManager] [HasPBuffers: 1   HasFBOs: 0]
 [ResourceManager] [HasPBuffers: 1   HasFBOs: 0]
   [OK]
   [OK]
[Creating Main Window]
[Creating Main Window]
 [MainWindow] [Creating Menu]
 [MainWindow] [Creating Menu]
 [MainWindow] setting thread count to 7
 [MainWindow] setting thread count to 7
 [MainWindow] [Initializing Actions]
 [MainWindow] [Initializing Actions]
 [MainWindow] [Updating Action Bar]
 [MainWindow] [Updating Action Bar]
 [MainWindow] [Initializing 3D View]
 [MainWindow] [Initializing 3D View]
   [MainWindow::Initialize3DView] [Creating 3D View]
   [MainWindow::Initialize3DView] [Creating 3D View]
  [GraphicsViewScene3D] [HaveGLBlit 1   HaveGLFBO 1]
  [GraphicsViewScene3D] [HaveGLBlit 1   HaveGLFBO 1]
   [MainWindow::Initialize3DView] [Creating GraphicsView]
   [MainWindow::Initialize3DView] [Creating GraphicsView]
[GLFormat Info] version 1.0  profile NoProfile
[GLFormat Info] version 1.0  profile NoProfile
[GLFormat Info] doubleBuffer 1  depth 1:24  alpha 1:8  accum 0:-1  stencil 1:8  multisample -1:0  swapinterval -1
[GLFormat Info] doubleBuffer 1  depth 1:24  alpha 1:8  accum 0:-1  stencil 1:8  multisample -1:0  swapinterval -1
   [MainWindow::Initialize3DView] [Creating ToolHelpWidget]
   [MainWindow::Initialize3DView] [Creating ToolHelpWidget]
 [MainWindow] [Initializing Connections]
 [MainWindow] [Initializing Connections]
 [MainWindow] [Restoring Application State]
 [MainWindow] [Restoring Application State]
  [Initializing]
  [Initializing]
 [MainWindow] [Initializing the UI]
 [MainWindow] [Initializing the UI]
[RemoteStoredCommandServer::Initialize] initializing Server
[RemoteStoredCommandServer::Initialize] initializing Server
[RemoteStoredCommandServer] TCP Server: listening
[RemoteStoredCommandServer] TCP Server: listening
[RemoteStoredCommandServer] UDP Server: listening
[RemoteStoredCommandServer] UDP Server: listening
  [Showing]
  [Showing]
[System Information] Machine OS:Linux 64-bit; Graphics Card Vendor : VMware, Inc.; GLVersion : 2.1 Mesa 10.1.3; Graphics Renderer : Gallium 0.4 on llvmpipe (LLVM 3.4, 256 bits);
[System Information] Machine OS:Linux 64-bit; Graphics Card Vendor : VMware, Inc.; GLVersion : 2.1 Mesa 10.1.3; Graphics Renderer : Gallium 0.4 on llvmpipe (LLVM 3.4, 256 bits);
  [GraphicsViewScene3D::initializeGL] Creating Camera
  [GraphicsViewScene3D::initializeGL] Creating Camera
  [GraphicsViewScene3D::initializeGL] Creating Renderer
  [GraphicsViewScene3D::initializeGL] Creating Renderer
   [Renderer::InitializeShaders] Has Shader Support: 1
   [Renderer::InitializeShaders] Has Shader Support: 1
   [Shader::ValidateShade] Trying to compile shader //PHONG
   [Shader::ValidateShade] Trying to compile shader //PHONG
   [Shader Vertex Compile Log]
   [Shader Vertex Compile Log]
   [Shader Fragment Compile Log]
   [Shader Fragment Compile Log]
   [Shader LinkLog]
   [Shader LinkLog]
   [Shader::ValidateShade] Trying to compile shader //TEXTURED
   [Shader::ValidateShade] Trying to compile shader //TEXTURED
   [Shader Vertex Compile Log]
   [Shader Vertex Compile Log]
   [Shader Fragment Compile Log]
   [Shader Fragment Compile Log]
   [Shader LinkLog]
   [Shader LinkLog]
   [Shader::ValidateShade] Trying to compile shader //TEXTURED_TILED
   [Shader::ValidateShade] Trying to compile shader //TEXTURED_TILED
   [Shader Vertex Compile Log]
   [Shader Vertex Compile Log]
   [Shader Fragment Compile Log]
   [Shader Fragment Compile Log]
   [Shader LinkLog]
   [Shader LinkLog]
   [Shader::ValidateShade] Trying to compile shader //OVERHANG
   [Shader::ValidateShade] Trying to compile shader //OVERHANG
   [Shader Vertex Compile Log]
   [Shader Vertex Compile Log]
   [Shader Fragment Compile Log]
   [Shader Fragment Compile Log]
   [Shader LinkLog]
   [Shader LinkLog]
   [Shader::ValidateShade] Trying to compile shader //XRAY
   [Shader::ValidateShade] Trying to compile shader //XRAY
   [Shader Vertex Compile Log]
   [Shader Vertex Compile Log]
   [Shader Fragment Compile Log]
   [Shader Fragment Compile Log]
   [Shader LinkLog]
   [Shader LinkLog]
   [Shader::ValidateShade] Trying to compile shader //UVCHECKER
   [Shader::ValidateShade] Trying to compile shader //UVCHECKER
   [Shader Vertex Compile Log]
   [Shader Vertex Compile Log]
   [Shader Fragment Compile Log]
   [Shader Fragment Compile Log]
   [Shader LinkLog]
   [Shader LinkLog]
   [Shader::ValidateShade] Trying to compile shader //IMAGELIGHT
   [Shader::ValidateShade] Trying to compile shader //IMAGELIGHT
   [Shader Vertex Compile Log]
   [Shader Vertex Compile Log]
   [Shader Fragment Compile Log]
   [Shader Fragment Compile Log]
   [Shader LinkLog]
   [Shader LinkLog]
   [Renderer::InitializeShaders] All shaders compiled! Generating default images...
   [Renderer::InitializeShaders] All shaders compiled! Generating default images...
    [Renderer::InitializeShaders] completed
    [Renderer::InitializeShaders] completed
  [GraphicsViewScene3D::initializeGL] Initializing OpenGL State
  [GraphicsViewScene3D::initializeGL] Initializing OpenGL State
     [GraphicsViewScene3D::initializeGL] done SetupState()
     [GraphicsViewScene3D::initializeGL] done SetupState()
     [GraphicsViewScene3D::initializeGL] done configuring Advanced OpenGL
     [GraphicsViewScene3D::initializeGL] done configuring Advanced OpenGL
  [GraphicsViewScene3D::initializeFrameCache] Trying to create FBO with type CombinedDepthStencil...
  [GraphicsViewScene3D::initializeFrameCache] Trying to create FBO with type CombinedDepthStencil...
  [GraphicsViewScene3D::initializeFrameCache] framebuffer created.
  [GraphicsViewScene3D::initializeFrameCache] framebuffer created.
  [GraphicsViewScene3D::initializeFrameCache] Trying to create FBO with type CombinedDepthStencil...
  [GraphicsViewScene3D::initializeFrameCache] Trying to create FBO with type CombinedDepthStencil...
  [GraphicsViewScene3D::initializeFrameCache] framebuffer created.
  [GraphicsViewScene3D::initializeFrameCache] framebuffer created.
[Setting up global event filter]
[Setting up global event filter]
[Checking for AutoSave]
[Checking for AutoSave]
QGraphicsProxyWidget::setWidget: cannot embed widget 0x565bca0 which is not a toplevel widget, and is not a child of an embedded widget
[Checking if user has set analytics preferences]
[Checking if user has set analytics preferences]
[Config::StoreConfig] storing config to /home/meshmixer/.config/Autodesk/meshmixer.ini
[Calling Application.exec()]
[Calling Application.exec()]
[gaManager] creating NAM
[gaManager] creating NAM
[gaManager] setting up first message
[gaManager] setting up first message
[gaManager] posting...
[gaManager] posting...
[gaManager] success!
[gaManager] success!
[gaManager::onEventQueueUpdated] got return code 503, message
[gaManager::onEventQueueUpdated] got return code 503, message
  [LiveAnalysisThread] Thread Starting...
  [LiveAnalysisThread] Thread Starting...
[AbstractUI] ModelsPath is /home/meshmixer/Documents/meshmixer/models
[OpenGLManager::RequestFreezeRenderLoop] m_bFreezeRenderLoop = true (thread 0x7ff5dd1337c0)
[OpenGLManager::RequestFreezeRenderLoop] saved context
[GraphicsViewScene3D::drawBackground] render loop frozen
[gaManager::onEventQueueUpdated] got return code 503, message
[gaManager::onEventQueueUpdated] got return code 503, message
  [AutoSaveWriterThread] Thread Starting...
  [AutoSaveWriterThread] Thread Starting...
[OpenGLManager::UnfreezeRenderLoop] m_bFreezeRenderLoop = false  (thread 0x7ff5dd1337c0)
[OpenGLManager::UnfreezeRenderLoop] restored context
[Config::StoreConfig] storing config to /home/meshmixer/.config/Autodesk/meshmixer.ini
[ActionHistory] Pushed Action Node: [Scene - Selection Changed]  (0 kb)
/entrypoint.sh: line 2:     7 Segmentation fault      (core dumped) meshmixer
frank@computer:~$
3
Scripting / API Help / Crash on file export
« Last post by kiprian on March 23, 2017, 07:55:42 AM »
Every time I try to save a file with mm.save_mix or mm.export_mesh or AppendSceneCommand_ExportMeshFile_CurrentSelection script crashes with "Python.exe stopped working" message.
If I set Desktop folder as file location it successfully exports a file but crashes right after that.
demo_03_fileIO.py from python\examples crashes after it opens sphere.mix without saving anything.
Python's open("testfile.txt","w") works perfectly.
Tested on 3 different PCs with Win7 and Win8.1

Is there anything else I could check to troubleshoot this issue?

Latest mm-api from guthub
MeshMixer 3.0 64-bit
Python 2.17.13
Windows 7/8.1
4
Instead of Combine+MakeSolid you could try BooleanUnion. Maybe you'e to extrude the lithophane's bottom before doing this and cut off this extrusion afterwards.

In case you use MakeSolid:
You can reproject details of the original (hidden after making it solid) to the MakeSolid result: Make the original a target (activate the magnet icon in object browser) and use SCULPT and its Attract brush or select the region to be projected on the original and run SELECT/Edit/AttractToTarget....
5
Scripting / API Help / Re: Python API still alive?
« Last post by RS on March 16, 2017, 06:16:16 PM »
Yes
6
Linux / Re: Any chance on getting a package for ubuntu 16.04?
« Last post by RS on March 16, 2017, 05:59:48 PM »
Thank you for your feedback and your interest in the Linux version of Meshmixer. At the moment, Meshmixer team is very small and doesn't have a dedicated Linux developer. If the team grows in the future we can consider adding it to the roadmap. Meshmixer is a free software and we're working with a limited budget. Thank you for understanding!
7
Linux / Re: Any chance on getting a package for ubuntu 16.04?
« Last post by hugoviejo on March 16, 2017, 09:07:05 AM »
I recomend you the solution of this post http://meshmixerforum.com/index.php?topic=4618.0

Greatings
8
Linux / Meshmixer running on all modern Linux distributions
« Last post by hugoviejo on March 16, 2017, 08:54:23 AM »
I created a Docker image of Meshmixer that runs on all Docker compatible Linux distributions.

As a prerequisite you had to install Docker in your system (check https://store.docker.com/search?type=edition&offering=community)
Ensure to follow the "Manage Docker as a non-root user" steps of the Optional post-installation steps

Then use this image https://hub.docker.com/r/hugoviejo/meshmixer/

Steps:

1. At your home directory create a new directory named "shared_directory"
Code: [Select]
mkdir shared_directory
2. Copy the attached file meshmixer.sh to your home directory and give execution rigths
Code: [Select]
chmod +x meshmixer.sh
3. Run the script meshmixer.sh to run the application on your home
Code: [Select]
./meshmixer.sh
Now the application runs and you may use the "shared_directory" to store your mesh files

Note for advanced users
This sicript runs something like this
Code: [Select]
docker run -ti -e DISPLAY -v /tmp/.X11-unix:/tmp/.X11-unix:ro -v ~/.Xauthority:/home/meshmixer/.Xauthority -v $(pwd)/shared_directory:/home/meshmixer/shared_directory --net=host --privileged hugoviejo/meshmixer


9
Beta / Re: beta 3.1.322
« Last post by bastiaandenennie on March 16, 2017, 08:44:04 AM »
Hi Meshmixers,

The last beta version doesnt have a black screen after importing anymore, but all the new solids/open parts in my personal mesh library are black.
This is very unhandy because you can not see what you drop on the object or in the scene.
Thanks!

I work on a:

iMac 5k 4 GHz Intel Core i7 16 GB 1600 MHz DDR3 AMD Radeon R9 M295X 4096 MB

----

the same thing happened on a macbookpro retina. with a Radeon videocard
10
Hello,

I've started making Lithophane night light covers for friends and family for gifts. I created a very basic "mount" in 123D Design to attach to a cheap Dollar Tree night light. I then take a curved lithophane and attempt to merge the two together. At first I was having issues with them not being solid (see video below) but I found the meshmixer tutorial online of the shark and bat wings. I have been successful in making them solid, but no matter what I do I cannot retain the original lithophane quality. I have it close, but the print is still sub-par compared to the unmodified STL file when printed (same slicer settings, etc).

There seems to be a fine line that I'm crossing in the make solid options that goes from taking a few minutes to re-generate the mesh, to completely locking up my system. It's by no means a "powerhouse" computer. Core i5 with 4GB RAM. Dell Venue 11 Pro Win 10 Tablet/Laptop.

Is there a way to essentially retain the orginal quality when combining two objects, then making solid? Even the little mount piece loses its sharp edges and becomes rounded/jagged when making solid.

I'm trying to find that balance between keeping the lithophane's original quality, and not bringing my computer to its knees.

I've included the video below for reference. Please note this is BEFORE I learned of the make solid feature. So I DO in fact have a functioning printable STL now that is solid with the two merged pieces. My point of the thread is to do this operation, and keep the quality of the lithophane as close to orginal as possible.

Thank you very much for your time!

https://www.youtube.com/watch?v=1BFIOnY9JJ4
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