Final Project: Shapeways Ring
Final Project: Shapeways Ring
I started this project by looking at rhino tutorials for very basic ring shapes. I then used a modified script from online to generate a mobius strip. However, when baked into rhino, the strip was not a real mesh, as the command had the mesh intersect itself. This is why parts of the ring are discolored, as the mesh passes through itself and then ceases to be solid. I tried to fix this by manually removing the intersection but soon realized I would have to manually delete over 20000 mesh faces and then replace them with working ones, and I'm not sure I want to spend the time doing that. Instead, I began to look into other extensions and evntually found one made specifically for jewelry that had components to make braids with parameters and defined ring sizes and materials. I used this and played with settings until I was satisfied with the result, then baked it into rhino and fixed up some small issues with naked edges before printing a model to get the sizing right.
Curves & Surfaces
After completing the tutorial, I used a slightly different setup with multipipe and a geo component to also allow me to input any geometry I want and make a rough voronoi of it that I can later improve
had to download v 0.6.1, but figured it out
I started with the basic tutorial, but to try to get some additional variation and weirdness besides just the standard graph shapes, I used a jitter command to randomly swap x and y values, allowing me to get a more complex shape in the loft without any intersections
this tutorial was relatively simple, and while I didn't do anything original afterwards, it was helpful later in other tutorials like graph plotting, where I used the closed loft to make a weird shape
I think with the tutorial getting a grasp on the 2d aspects of voronoi wasn't that hard. However, it was a little hard at first to get it to constrain to anything that wasnt a box or simple rectangle, but that became easier after doing the Voronoi 3d tutorial.
I used a movable start point to allow the trigrid 2d illusion to be moved, I also did the same with a hexgrid, which created a somewhat beehive-like illusion that I then implemented with the 2d illusion tutorial to make look a little better
I created cylinders using both loft and extrude commands, and then used revolvesrf and pipe to make them in alternate ways. I also used a similar method for my pipe and cap in the first tutorial
I completed the tutorial and created a couple of 2d illusions using the trigrid and hexgrid components, though the hexgrid preview is off in this screenshot
I completed the tutorial mostly in the clusters in the gh file, then used a hexgrids and multipipe component to make a mesh-like 3d object
used pts to construct line from first tutorial, used as input to pipe and cap, creating round-capped cylinder
Biggest challenge: Support issues in general
Biggest learning: The Prusa is not great for interlocking/ free-moving designs
Biggest wish: To have looked at the slicing more carefully, and realize that one layer misprinted badly.
We tried multiple prints and ran into a couple issues:
The Rhino file for the print on the right was WAY to big, so we simplified many of the meshes on the links
The print still came out fuzzy because it was too small of a shape for the ultimaker to print accurately
Many bit of the print crumbled off
The print on the very left is a bigger and less dense version of the print on the right; we tried to make it bigger so it didn't fall apart
It broke off at the exact same point in many links: we suspect that for layer 45 of the print, it printed in PVA instead of PLA, which caused it to break off when dissolving the PVA
The middle print worked fine, but an overall issue we had for all of these is that the print times exceeded 3 hours.
The print on the very right was the first iteration of the white one on the left, which was obviously a failed attempt.
Pictures of design and Printing Process: