Yo thank you so much for helping me! Much apreciated □ So, I hope the above information helps in the future for you as 'capping', booleans, and 2D shells are common concepts in all modern mesh based programs. How you would go about fixing this in Cinema4D, I could not say. It really does not need so many polys since it is not really carrying much detail. I could have reduced the polygons quite a bit more, but did not want to stray too far from your original model size. However, booleans in voxels are blazingly fast and 'secure.' Voxels are volume based and when booleaned, they create a clean (superduper clean) outer volume that can then be exported into a mesh object. Booleans in mesh is a real pain since they can create a lot of strange artifacts. Keep in mind that voxels and mesh are two different ways of dealing with models. I took the easy way: I imported into a program that can work with 'voxels' and it just did the work just fine. In the future, it would be best to make sure the parts are 'capped' so that the individual parts would operate properly. They would not union (boolean) properly in any program that is just mesh based. This created a lot of confusion for Cura as to where to 'cap' or 'bridge' whist trying to clean up the model. This means that the other parts were 2D shells Now, there were a few issues with the model:Īll parts were overlapping individual objects It slices fine in my UM3 printer definition as you can see here.
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