Fixing a file is not always straightforward, but here are a few tricks that I picked up over the last few weeks:
1. Make sure that all the face
normals are pointing outward. If your 3D application supports 'single-sided' rendering in the real-time view, turn it on. Faces with incorrect normals will show up as holes or black areas in your mesh.
2.
Remove any modifiers and smoothing groups - we discard them and use only the mesh data. If you can, apply them to the mesh and save the result.
3. Make sure the mesh is
completely manifold. Manifoldness is a mathematical concept, and in our case it means: each edge should be used by exactly two faces (not more, not less). I'll illustrate the concept of manifoldness by giving a few examples of objects that are not manifold.
Here's an example of a non-manifold object that would be rejected by our server- there's a hole in the mesh, and the highlighted edges around it are only used by one face each (instead of two):
The following two cubes share an edge - this edge is used by four faces. The problem here is that the point where the two objects meet is infinitely thin - we could never print and ship it without breaking the model.
This example is not so obvious: the cube has an additional internal face. You might not even notice it while you're working on your design, but as its edges are only used by one face, it's non-manifold.
4. Make sure the
mesh is watertight. Actually, manifoldness already implies watertightness but I though I would mention it again. Imagine filling up your model with water - would there be any holes where the water could leak out?
5. If your tool doesn't offer a manifold or watertightness check, you can use
Blender (also see
this videotutorial on manifoldness checking ). Blender has a built-in non-manifold detection script. Here's how to use it:
- Import your model.
- Select the mesh and enter editmode by pressing TAB.
- (STL Files only): Select all vertices (AKEY), and unify the by pressing WKEY and selecting 'Remove Doubles'.
- Make sure all vertices are deselected (press AKEY once or twice).
- While still in editmode, press CTRL-ALT-SHIFT-M (try THAT with one hand! ;-).
- Non-manifold edges will be selected. The information bar at the top of the screen will show the number of non-manifold edges. For example: 'Ed: 1-23', meaning 1 edge selected of 23:
6. If you're convinced your model is valid but it still generates errors, try scaling it down by a factor of 10 or even 100 and upload again.