This thread is intended to be a collection of tips and tricks for using MeshMixer with the Form 1+. Meshmixer is developed by Ryan Schmidt at Autodesk, and is available as free download from meshmixer.com

I've created a model in Sketchup and exported the file as a .stlSince the model is 80cm x 24 cm i need to cut it in meshmixer. But when i open it in meshmixer it appears tiny. Why doesn't it open as the real size?


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I'm trying to automate the 'overhangs generation' for 3Dprinting, with a given STL and meshmixer software, I'm currently able to use 'test.py' successfully with a previously opened meshmixer, it properly cuts the bunny model, (source: -api)

here are some small tips for those that dont know how to create holes or screw in sections of a model using meshmixer only . put your model in to meshmxer as in pic 1 , then import (append) the second part that you want to use to create your hole or channel , use the alignment tool in edit to align into position , then in the browser tool dialog , while pressing the shift key highlight your main model , then without letting go of the shift key click on the second part that you imported so they are now both highlighted , you would now see on the left of the screen a dialog box appears as in pic 4 , now we want to create a channel so click on "Boolean Difference" , it will take a few minutes in a few cases and every now an then say not responding , just wait and it will complete the task , when the new dialog box appears as in pic 5 click on accept , once again it may take a while ... the end result is a clean channel you can use as in pic 6 , almost any shape can be extracted from a model as long as both parts are first made solid (use the solid tool in edit) in pic 7 and 8 you can see even screw holes can easily been made

Meshmixer is a prototype design tool based on high-resolution dynamic triangle meshes. We are exploring the new capabilities of this surface representation for interactive design and fabrication, in the context of a practical system we release to the public. For more information about the project, visit the meshmixer website.

In the following video Callum quickly shows you how you can reduce the size of your file in meshmixer, without affecting the printability of your file. In fact, reducing the file size can sometimes have positive results on your 3D print, since the print path is less complex.

Here is my tested solution that will work on any ubuntu (or debian) distro. This will download meshmixer 2.9 and dependencies, install it on a opt/ dir on your $HOME and create a meshmixer bin to run it. Doesn't need root access to install or run

[NOTE: This tutorial is for meshmixer02. meshmixer03 works in a similar way, but with some changes. Click the little + sign to the right of the Tool Name bar in meshmixer03 to get in-app help.]

This tutorial is about manually creating your own parts. Ideally, you should be using parts created within meshmixer, by cutting them from other models. You really only need one strip of surrounding faces to cut a part. Take the example below. I selected a thin strip of faces, then right-clicked on the background to invert the selection. Now almost the entire head is selected. Click Drag-and-Drop, pick a nice fill surface, then drop the part into the library. Voila, bunny with a human head!

You can't just thrown any old mesh into the \parts_default folder and expect it to work. There are several requirements that a part needs to meet if meshmixer is going to be able to drop it onto another surface. In meshmixer02, I added an interactive tool that will automatically create a part from a loaded mesh. If you really want to set up the part yourself, there is a meshmixer01 tutorial further down that will explain how to do that as well.

In meshmixer02, a special tool was added to create parts. To use this tool, first load the mesh you want to turn into a part. This mesh has to have at least one open boundary loop. The edges of boundary loops will be shown in blue. Once your mesh is loaded, click the Convert to Part button.

In the example above-left, the fill surface tells meshmixer that the part should have a smooth transition into the base surface. So when you drop it, the part gets deformed *a lot* (below-left). When meshmixer thinks the part should have a smooth transition, it does an optimization to improve smoothness (see the bit about the Optimize parameter in the part dropping tutorial). The fill surface above-right makes it clear that the part should have a hard boundary edge, which also disables the smooth-boundary optimization (below-right).

In addition to deciding on the right fill surface, you also need to make sure you are filling the right boundary loop. If you try to make a part out of a mesh with more than one boundary loop, as in the head model below, meshmixer will by default select the "longest" boundary loop. If this is incorrect, you can use the left and right arrow keys to cycle between the different boundary loops, for example selecting the eye loop in the middle image below (this will look weird when dropped...but also kind of neat).

The instructions below explain how make parts for meshmixer01. You can still use this process to make parts for meshmixer02, but it is not as robust. The section immediately below explains a bit more about how meshmixer works, which might be helpful to read if you really want to understand what is going on under the hood.

If you understand how meshmixer can take a part and stick it onto another mesh, you'll understand how to make your own parts. At least, that's the plan. So, lets look at one of the sample parts shipped with meshmixer, a face cut from a head (below-left).

There are two important things about this mesh. First, it has a boundary loop, which is highlighted blue in the image below-left. A part absolutely has to have a boundary loop - this is where meshmixer is going to stitch the part into the target mesh.

So now we have a part mesh with a boundary loop, and that boundary loop has UV coordinates. Now when you go to drop the part, what actually happes is that meshmixer dynamically computes a local UV-map on the target surface. This is shown below-left on a sphere, where the local UV-map is displayed using a checkerboard texture. You never see this local UV-map, but it is there.

So, what to do? Well, a simple fix is to use Maya to generate UVs for the boundary using projection. I import the OBJ and then select all the faces and click the planar projection button (red arrow). This gives a better-looking UV loop (you can ignore the interior faces, as meshmixer does).

In fact I don't think you need to hard-code the path to the icon file. Icon=meshmixer should suffice (as long as the file is in the correct place), and the DE will perform the lookup automatically (unless I'm wrong, then I stand corrected).

Your model must be watertight for 3D printing, however occasionally you may encounter a hole or gap in your 3D model. Luckily, meshmixer can help. Select Analysis>Inspector to investigate if your model has any holes. You will be presented with spheres that indicate where the holes are located. There are 3 modes for filling holes: minimal (minimal number of polygons), flat (self-explanatory) or smooth fill (uses surrounding surfaces to create a smooth appearance). You can select different fills for different holes by selecting your preferred fill method and then clicking the sphere you wish to fill using this method, before moving on to another area of the model.

We hope the above steps prove useful in your 3D printing venture. These steps are just a small sample of what meshmixer is capable of and in actual fact there is a vast assortment of extremely useful tools, not only for simple editing but also for sculpting and producing your very own unique 3D designs. be457b7860

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