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2014年6月26日 星期四

18/June in Fablab BCN - 來玩切切樂!Rhino之Fill / Surface 和 123D Make

今天的task是Anastacia安排我跟Lana合作,把一個模特兒的3D模型,用123D Make去切片,得出來的平面檔案,先排版後,再送去雷切,就可以玩拼拼樂了!

因為是要站立的人體模特兒,所以要先用Rhino把她的腳加個台子,會比較穩固,Anastacia隨意畫個底座,都相當有fu,不愧是建築背景

接下來要用三角形的面去跟模特兒的腳接合,要仔細去看怎樣接比較適合,我想這需要經驗,以及對立體的觀念,可以用 Fill 或是 Surface 去填滿表面,Lana貼心地分析兩者的差別,如果用Fill然後有破洞,代表這些點不是同一個平面,所以要先把模型轉成Nurb,手動選取三點,來接成表面

接好之後有可以用“What"指令來查驗有無漏洞

模型建好之後,就可以輸出成.stl檔案,轉到123D Make來做切片啦~
其實123D Make操作界面簡單易懂,只是手動部分有點不好找,因為他是放在跟設定片數或距離同一個下拉式選單,很容易誤以為只能三選一,不過其實可以先設定好大概的數量,最後再去手動微調

選定model尺寸,板材尺寸/厚度,
試試各種切片方式,
設定總片數或距離
切片角度也可以自由旋轉,

決定大致的切片效果後,然後轉到"Custom" ,用滑鼠選擇你要微調的部位(會反白),畫面下方會出面“add/ 垃圾桶“的選項,就可以依需要調整了,model會自動把脆弱的部分顯現藍色,是一個很貼心但是沒有很清楚說明的功能,我是在等開軟體的畫面中,意外看到的@@

都調整好之後,左邊最下方就是輸出平面圖檔, 123D Make的排版很智障,所以要輸出重新排,有三種檔案格式可供選擇,建議輸出為.EPS後,用 Illustrator排版,Iaac因為都是建築系學生,習慣是用Rhino,所以他們都輸出.DXF檔,原本是簡單的線條,用擅長3D構圖的Rhino跑,反而檔案變超大的,其實每種軟體設計就是給不同的工作,還是要因才適用啊~

2014年3月25日 星期二

How to convert 2D (.ai) files to 3D (.stl) files

Updated-
Thanks Sam's advice. It is much easier to use Rhino than Blender in this section, so I put the easier part in front to save time. However, it is recommended to have a look the whole article. Some detail may help.
Also, Thanks Sky helps me a lot and John checked each point!
______________________________________________________


To create your file as normal in Illustrator. Remember to set it in actual size.

Download Rhino ( Free beta version in Mac now!! Oh ya~)

Open your file.

Move mouth to commend line. Type "select all"




Type "group"




Type "extrude curve"




Set the value for height



Like this!




Export into .STL




Down!


______________________________________________________

When creating a complicated curve, people who is familiar with Illustrator and Photoshop might prefer to use the pen tool in 2D softwares than in 3D environment. In brief, you just need to save your vector file as a .svg file at 2D applications, then you should be able to import it at any 3D applications, extrude the height and export it as a .stl model. (*1)

It seems to be easy, however, things are never as smooth as I expected. After failed many many times, I would like to re-organgize the methods step by step with some tips. Hope it will be help for you.



Open your .ai file in Illustrator and check following steps to reduce the chance of failure when generating G-code.



1.Try to simplify anchor points. 
Using as less points as you can. Make sure there are NOT two points at the same place.



Some points are unnecessary.


Simplified path




2.The path cannot be overlapped. 
Once the curve has been extruded to a 3D model, overlapped path would become crossed faces. Of course, it cannot be printed out properly.



It looks fine in 150%



In fact, the curve is overlapped after zoom in.



3.Group all separate paths in once. 
Do not add extra filters or pathfinder. Do not group your design repeatedly.


Press "V" to select mode


"Ctr+A" to select all-->Press the R key-->"Group"


Releasing compound paths first if needed.  Press the R Key-->Release compound path


All above preparation are in avoid of failure when Slicer generating the G-code. This is what happened to me all the time. :-(



Save your vector files into .svg files





File-->Save as-->Format(drop box)-->SVG



Converting .svg files into .stl model files by Blender




1.Open Blender
Delete the default box.


Press the right mouse button to select the box.(the edge become orange means being selected.)--> Press speed key "X" to delete it.


2.File-->import-->svg files-->choose your file





It looks like nothing in the file. Don't worry. It is too small to see. Press the right mouse button to select the center of the screen. -->Press "S" n drag the mouse to enlarge it roughly. -->Press the left mouse button to confirm.




3.Change the origin of the object


When the object become seeable, you may notice that the origin is locked to the center of the screen, NOT in the center of the object. It is kind of annoying when setting exact size. Normally I will move it to the center of the object first. This is how we do:




Bottom line-->Object-->Transform-->Origin to center of the mass



Closer view


4. Set exact size



On the right side of screen-->choose the third icon "Scene"-->"Unit" --> "Metric"


5. Press "N" on screen, "Transform" table will pop out 
The unit of dimension is "meter",  you could press the column and insert the size you want. However, 1 m = 1 cm in actual size in Slicer. Make sure you set the right size in X and Y axis. Z axis needs to extrude    first.  





6. Extrude the height


On the right side of screen-->choose " curve" -->Geometry-->Extrude


7. Convert curve to mesh
Select your object-->Press "Alt+C"-->Mesh from Curve/ Meta/ Surf/ Text
If the viewpoint shading is in "Solid",  we cannot see the difference. Just if you are interested, you may try the following steps to see the difference. 



The bottom line-->viewpoint shading changes from "Solid"  to "Wireframe"



Closer view of curve wireframe



Closer view of mesh wireframe
Now the top and bottom have been filled with faces.



8.File-->Export-->.stl file

Congratulation!!! Now your files are ready to be printed by 3D printer, or be cut by CNC finally.



Those tips are just my personal experience. I still don't fully understand some of them. If anyone would like to share your experience with me, you are more than welcome to leave comments! Let's MAKELEARN and SHARE



*1 Big thanks to these useful bloggers!
Reference:




http://www.katsbits.com/tutorials/blender/metric-imperial-units.php
http://www.instructables.com/id/A-Printed-Logo-Engineered-from-2D-into-a-3D-Object/step16/Image
http://www.youtube.com/watch?v=5EOQFzsLjKI&noredirect=1
http://wiki.blender.org/index.php/User:Rayek/Doc:2.6/Manual/Interface/Units