Fusion 360 Mesh Conversion

There was a bit of a conversation going on over at NEW IDEA — for LR3's with superstrut — long belt (usually Y) housed *inside* the strut

Rather than completely hijack Doug’s thread, I figure I would move this here in case it helps someone later.

Ok, well I think I figured that one out…

You can see here this face group goes up the side of the V1 logo, where it shouldn’t.

On the mesh tab, you want to select “Direct Edit”

Being careful with the selection process and making sure only the faces you want to separate are selected, click “Create Face Group” on the ribbon:

Click ok on the next popup to confirm you want to create the face group.

After exiting direct edit mode, you should see that you have a new face group that has been separated out.

@DougJoseph hope that helps if it was something you didn’t already know

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I think I knew it was possible, but had not figured out the details on doing it! Thanks!!

This does seem like something to post publicly. Or maybe this already is. I somehow thought this was a personal message. ???

lol, nope, it’s a new topic

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Very good. Carry on!

Even with the Face Groups pretty well defined, the Prismatic option can still do some funky stuff.

The logo also got completely skewed and has a hole, which is also hit and miss where it works on some conversions and not others.

What I haven’t figured out too well now though, is where to go from here.

I tried using the surface tools to patch that hole, but it fails.

And then some of the holes, are right in the middle of what was a single face group on the same plane.

It feels like for some of these, my workflow is going to have to be

  1. Import the 3mf into Fusion 360
  2. Export to STL
  3. Bring STL into Blender and fix the mesh
  4. Import back into Fusion 360
  5. Generate face groups and use Prismatic conversion.

If that works, it feels like it would be less trouble for me than dealing with the Mesh tools in Fusion. I just haven’t figured out how to get them to operate the way I want

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After many iterations of Manually edit face group, convert, undo, fix face group, convert, undo, etc.

I got the 2.5" Makita mount to convert perfectly into a closed body.

I suspect there’s some hidden things in the core mesh or some slight offsets that are hard to detect that is causing it to act funny, or just some places where flat faces and curved faces are just not properly separated.

In reality, this tool mount type of conversion is much more important for me because these are the ones I’ll actually be trying to edit/remix, but I think the more I do it the easier it will become.

Then in a few weeks when I lose my Prismatic feature, I guess I’ll be practicing redrawing lol.

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Thanks for this topic. I REALLY need to learn how to do some of these remixes and that mount being high on the list. Will definitely be referring back to this post!

@Michael_Melancon , I used this process when I was building my Primo but if I recall correctly I quickly ran into a poly count limit with some of the parts.

But that was a couple years ago so hopefully Fusion has a higher limit now. Unfortunately I can’t confirm. My company stopped paying for the commercial version (and it’s not worth it for me to buy it for hobby work) so I no longer have access to that functionality.

I was able to get Doug’s 2.5" remix converted almost completely correctly.

There was one spot that I just don’t know enough about Fusion to fix, and didn’t feel like bringing it into Blender since it’s not really a spot of the model I expect to have to change.

This curved area of the the lower section has a bad mesh topology in the STL:

I guess the curve got gradual enough that the tesselation decided it could span the entire thing with one triangle, but Fusion struggled to patch it at all unless I made a bunch of face groups in that area.

image

This is easy for me in a tool like Blender to repair if I ever need, but at that point I’ll probably be beyond my trial and looking more at the redrawing side.

I guess this stuff is for those of you that pay for it, I just can’t justify it for my own personal use.

If I ever decide it’s worth selling things I make, then I guess that would have to change, but for now I’m just trying to see what my limits are in Fusion on the paid side while I have a trial, and then on the free side when I don’t.

If any Fusion Gurus here know how to deal with the mesh stuff, then hopefully they’ll chime in.

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I don’t know if there is a limit. It will often give me a warning saying it will take a while if the face count is more than 5000 or more than 10000, but that’s it. I think the LR Core is like 18000 faces and it takes a little bit to convert, but it doesn’t fall over.

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The way I do it:

Create a line on one of the surfaces as a sketch. Use this line to split the imported object. It miraculously changes all those stupid little pieces.

Combine the two halves again.

Done.

Just tried that with the Core, didn’t work. :frowning:

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Yep, likely there you are benefitting from the auto-repair feature in Fusion. Without drawing a line, you can usually just stay in Solid mode, select one of the small triangle faces and hit delete.

Fusion will auto-repair it by joining all planar faces.

This works great for relatively simple geometry, but Fusion gets worse and worse at it the more fillets, holes, and general changes of planes it has.

I have found that most of Ryan’s parts it doesn’t deal with very well.

Sketchup is also really bad about proper geometry, and it’s very easy in Sketchup to accidentally misalign things in a way where it looks fine, but in reality there are big problems that other applications don’t like. STLs exported from Sketchup usually need more fixing.

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