Save us time and money!

Discussion in 'Suggestions & Feedback' started by Hoffbrau, Sep 22, 2013.

  1. Hoffbrau
    Hoffbrau New Member
    A designer should be able to poke a hole in their mesh [so it has an 'open end' in essence], then tick a button that asks for 'minimum wall distance'. Shapeways would then print your determined minimum wall distance *inwardly* by your own algorithm. There are modeling solutions in Modo, Maya, Max and Z - none of them are very elegant. This is something core to your business model - the affordability factor - it would be worth the time and effort to solve.
     
  2. AmLachDesigns
    AmLachDesigns Well-Known Member
    In Blender you can essentially do just this.

    Create a mesh, remove one or more faces, ensure the Normals are all correct (Blender does this with one click) and then use the Solidify Modifier specifying your desired thickness.

    Of course if the mesh has many complexities in relation to the thickness desired there may be some tidying to do.
     
  3. Hoffbrau
    Hoffbrau New Member
    Thanks for that - I'm sure it does. Modo has a solution too - 'thicken'. It's the last part that gets me. The tidy up part. It seems that since this is largely an impediment or stumble point for a lot of designers, shapeways could solve the issue by coming up with an *elegant*, complete, no-need-to-tidy-up algorithmic answer. It's just a happy thought. As a father of a young daughter who has only the time to tidy after her, it's a *very happy* thought.
     
  4. AmLachDesigns
    AmLachDesigns Well-Known Member
    Well, I would respectfully suggest that if it was easy, Blender, Modo and all the other 3d packages would have already done it. SW doesn't, as far as I know, program this kind of stuff themselves, they tend to purchase solutions. For example, I think they use MeshMedic for much of the automatic mesh fixing that occurs.

    I should also stress that in Blender (which is the only package I know a little bit about) the Solidify Modifier does not always need tidying up after. It really does depend on the mesh: deep crevices and sharp points potentially are troublesome, but the smoother the changes in the surface (and the smaller the relative thickness) the better it works.
     
  5. stonysmith
    stonysmith Well-Known Member Moderator
    One additional comment:

    In many of the software packages, there is an option called "crease angle" - very often, playing with that setting can help how the software handles the sharp angles/corners.
     
  6. Hoffbrau
    Hoffbrau New Member
    Thanks again - I'll try Blender and give it a shot to see the difference...I think all of these 3d companies come up with workable solutions, and then end it there. Finding a solution to this sideline problem isn't a priority -- for Maya Modo and the like -- but it should be for Shapeways. That's regardless of the level of difficulty. It's Shapeway's bread and butter, not Maya's. They could outsource this issue to India or find someone to craft a solution for them, and they really should.

     
  7. Youknowwho4eva
    Youknowwho4eva Shapeways Employee Community Team
    Another way to do it in blender is to create a duplicate model, and there is an offset command (I'm terrible with Blender, and don't remember how to get it) that will automatically offset the faces uniformly. Then you can reduce this new mesh so that your not doubling your polygons by hollowing. Subtract it from your original model, and create your escape hole.