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91
Questions & Troubleshooting / Re: Make Solid - Aborting
« Last post by TheRedGuy90 on September 08, 2017, 07:40:51 PM »
found it, but it doesnt change anything
92
Questions & Troubleshooting / Re: Make Solid - Aborting
« Last post by TheRedGuy90 on September 08, 2017, 07:27:12 PM »
Where is the Inspector Tool
93
General Discussion / Re: Help to stick and clean a multipart scanned object
« Last post by MagWeb on September 08, 2017, 05:50:39 PM »
Sure,

load it to some file server and send me the link via PM
94
General Discussion / Re: Help to stick and clean a multipart scanned object
« Last post by locweb on September 08, 2017, 09:32:35 AM »
Thanks for your help, I tried, but the result is far to be perfect, when I make solid some holes are filled too much.
May I send you my file ?
Regards.
95
General Discussion / Re: Help to stick and clean a multipart scanned object
« Last post by MagWeb on September 07, 2017, 05:04:10 PM »
If you did several scans of one body and you load them to one scene: Most likely they do not fit to each other.
So the first step is to get them to fit, "aligning" them. Meshmixer doesn't have any tool to do a mesh comparing alignment automatically. Here you need to Transform http://www.mmmanual.com/transform/ the parts manually (If you're looking for some freeware you might use Meshlab and its "A" = "Align" - tool which does points-pair registration).
After you managed to place the partial scans right you might Combine all partial scans to one object and run EDIT/MakeSolid in MM http://www.mmmanual.com/make-solid/.
If you miss details in this MakeSolid result use your combined scanning result as a target and SCULPT/AttractBrush to suck the Solid to the source.
96
Hi MagWeb,

Thanks for your response! I appreciate your help. I have attached the model...

Unfortunately I can't do this work in the CAD software because the STL file is either coming from a scan or its coming from the output of a proprietary CAD system that I can't modify.

I tried your steps for part 2 and that seems to work well. I'm keen to hear your thoughts on part 1.





97
Could be done in MM but might be easier if you do it in your CAD app where you built that insole.

In MM you need to define Face Groups of the surfaces for part 1 and 2. You might do this (what's best depends on your mesh's triangle structure) via EDIT/GenerateFaceGroups (see:http://www.mmmanual.com/generate-face-groups/) or manually via a selection in SELECT/Modify/CreateFaceGroup.

Now, if there's a consistent FaceGroup for the footprint (part 2) you can use EDIT/GenerateComplex. DoubleClicking this part2-surface will create an complex inlay of this surface. You can define its depth clicking on the inlay's seam and setting the desired depth (2mm) in the tool's flyout "OffsetDistance"... (see: http://www.mmmanual.com/complex-tools/)

Don't think the Complex tool will work for your part 1. So you'll have to go the Boolean way. To get the right result needs extractions/extrusions of the outer almost "vertical" surfaces to construct a subtrahend object.......
(could you post the file or send me a link?... might be much easier to explain....)
98
Questions & Troubleshooting / Re: about rearranging the object browser
« Last post by MagWeb on September 07, 2017, 03:27:59 PM »
Hi Thierry,

sorry, no way to rearrange the MM's native objects browser list. If you're on macOS you might try my MM Scene Manager app I posted here: http://meshmixerforum.com/index.php?topic=4703.0

I don't think that a boolean error is related to the order of the objects in the objects browser. Behind the GUI MM identifies objects just by ID numbers... Could you post screenshots or a .mix file of what you're trying?
99
Questions & Troubleshooting / about rearranging the object browser
« Last post by ufaforwork2 on September 07, 2017, 09:04:56 AM »
Hi there, My name's Thierry
?????ufabet
I've been working in Meshmixer for a while and this has always been something I have been wondering, even before it updated.
Is there away to rearrange objects in the object browser list? Reason why I ask is that before I found that if I tried to do a boolean union for some objects and one happens to be further down on the list, both objects vanish and gives me an error. I'm not 100% sure if this is due to whee the objects are in the object browser or some other issue but it's quite annoying to deal with
???????ufabet
100
Bug Reports / Re: Rotating combined objects
« Last post by MagWeb on September 06, 2017, 02:16:59 PM »
You recall a pretty outdated issue which was fixed long ago:

You do not need to Combine of BooleanUnion - simply multiple activated meshes (press Shift while clicking to add another object to the active ones)

If you transform (rotate) multiple activated objects the widget snaps to the center of the first activated object which acts as a parent while all other activated objects (children) are rotated along with the parent.

If you need a different center of rotation but the patent's center you need to add a Pivot before doing the transformation. Now running Transform the widget will also snap to the center of the parent but clicking on the pivot will make it snap to this position.

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