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valely97

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Posts posted by valely97

  1. I'm having problems with some models I made in cinema 4d where my printer anet A8 extrude not enough filament to make contact on the heat bed. My suspicion is that there is something wrong with the model and not cura or the anet, because it happened a few times where I have to remake the model or change it's position to print correctly, and if I print another gcode file I made previously it just prints normally as it should. But now seems like it's not working anymore, and I don't know what to do about IT. I'll post an image of what it looks like. 

    I also tried to fix the model errors for watertight but nothing changes. 

     

    In the second image instead, you can see that the first layers of the support structures misses a few spots, this also happens to the infill as well. 

     

    I already made some adjustment like fixing the heat bed and the extrusion and cleaning it. But nothing changes

     

    I'm using cura 3d version 4.1.0

     

    Thanks in advance for any responses. IMG_20190727_180726.thumb.jpg.03ae804be57575385c478aee11b67ebe.jpg

    15642478684187125886754431531745.jpg

  2. On 3/31/2019 at 8:45 PM, kmanstudios said:

    OK, here is the fixed file:

    bagon-2_EK.STL 23.73 MB · 2 downloads

    It slices fine in my UM3 printer definition as you can see here.

    bagon-2_EK.thumb.jpg.1e2fb442b42fa437d2702b9651a3d197.jpg

     

    Now, there were a few issues with the model:

    1. All parts were overlapping individual objects
    2. The main body was watertight
    3. The overlapping parts were just 'shells'
      1. This means that the other parts were 2D shells
      2. This created a lot of confusion for Cura as to where to 'cap' or 'bridge' whist trying to clean up the model.

    They would not union (boolean) properly in any program that is just mesh based. In the future, it would be best to make sure the parts are 'capped' so that the individual parts would operate properly.

     

    I took the easy way: I imported into a program that can work with 'voxels' and it just did the work just fine. Keep in mind that voxels and mesh are two different ways of dealing with models. Booleans  in mesh is a real pain since they can create a lot of strange artifacts. 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. I could have reduced the polygons quite a bit more, but did not want to stray too far from your original model size.

     

    It really does not need so many polys since it is not really carrying much detail.

     

    How you would go about fixing this in Cinema4D, I could not say. 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.

    Hi it's me again, can I ask you what is this program for voxels you talk about here? I think I need it for fixing another similar problem

  3. 21 hours ago, kmanstudios said:

    OK, here is the fixed file:

    bagon-2_EK.STL 23.73 MB · 0 downloads

    It slices fine in my UM3 printer definition as you can see here.

    bagon-2_EK.thumb.jpg.1e2fb442b42fa437d2702b9651a3d197.jpg

     

    Now, there were a few issues with the model:

    1. All parts were overlapping individual objects
    2. The main body was watertight
    3. The overlapping parts were just 'shells'
      1. This means that the other parts were 2D shells
      2. This created a lot of confusion for Cura as to where to 'cap' or 'bridge' whist trying to clean up the model.

    They would not union (boolean) properly in any program that is just mesh based. In the future, it would be best to make sure the parts are 'capped' so that the individual parts would operate properly.

     

    I took the easy way: I imported into a program that can work with 'voxels' and it just did the work just fine. Keep in mind that voxels and mesh are two different ways of dealing with models. Booleans  in mesh is a real pain since they can create a lot of strange artifacts. 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. I could have reduced the polygons quite a bit more, but did not want to stray too far from your original model size.

     

    It really does not need so many polys since it is not really carrying much detail.

     

    How you would go about fixing this in Cinema4D, I could not say. 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.

    yo thank you so much for helping me! Much apreciated 🙂
    the 3D models I'm trying to use are ripped directly from a game files, I take it on cinema 4d because I found it more compatible if the model is rigged and have animations, after that i transform all the mesh layer into one. I already done this with other 2 models and printed normally as I expected, maybe this was particular case.
    Anyway thx again! 😄

  4. Hi, I tried to search on the internet for a solution to my problem, essentially I'm trying to prepare the print file of a 3D model. But when I preview the print in slice mode, there are parts missing.

    Reading on different posts, I saw that the problem may be cause by thin walls, I tried to thicken the shell and enable "print thin walls" option but nothing works. And that's not all:
    the missing parts change when I rotate the model, here are some examples

    image.thumb.png.b35dd7eeacb220379ab7f912959c76dd.png

    image.thumb.png.dfae535c67564214a3586b43c700dfdc.png

     

    Does someone have a solution to this?

    Thx in advance 🙂

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