This is freakin' awesome. Would you be willing to let stl files of this out??? I'd love to print one out for myself, just to say I have one. Always loved the movie.
How about one of these? http://www.betabrand.com/mens-stl-tessellated-tyvek-wind-shell-jacket.html I'd prefer one with clean, animatable geo, but the decimated pattern is still kinda nifty.
already done. Oh man Maya is such a huge bound of shit. Incredibly unbelieveble how this porgramm had made it to a industry standard.... However is there a possiblity for making a STL check in Maya or somet6hing like that?
Prior experience with 3d printing was using STL files exported from max, and essentially what you see is what you get. I've never had to add any supporting Geo.
The STL export for BSP is much more stable than OBJ. I'd use that. I'm not even sure if OBJ export works for BSP at all. I've only ever used it on static mesh.
Here's a .gif comparing the various imports options and how they affect the normals. I've no idea why the .stl came in at the wrong scale. At no point during the export from Fusion or the import in Max did it give an option to change the scale. But if we ignore this scaling and reset the transform on the oversized mesh as…
I suppose I was asking for that... :) In case this helps anyone googling to this thread: I've found that the 3d printer exporter plugin for zbrush has a great .STL import function. Took me a while to find that.
Hello all! Im making a robot who has an upper and lower elbow. I have successfully created an ikfk blend and have been able to get the fk to snap correctly to my ik. However when snapping the ik to the fk, I can only get the wrist to match positions. I used the upper elbow as my pole vector but i think i might need to use…
This project started as a simple anatomy exercise, and it is nothing more than that, but I decided to prepare it for 3d printing and share it with the community. For more images: www.artstation.com/artwork/WKVaDv If you are interested here are the Free STL files: www.gumroad.com/diegodm Chers!
Yep. Before export always check your models. Either STL Check or other. For colliders check shilouette and redundant triangles. Less triangles in collider = quicker and more smooth physics in Unity [not always case tho].