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View Full Version : STL output -- how to remove errors . Please answer soon!


buggy
02-21-2008, 04:00 PM
Hello,

I just finished a model for a client that I decided to use PNurbs to build. However, when I put an STL check modifier on it, I get a few thousand errors. I tried the Weld and Smooth Mesh option under Rendering Approximation as well as the Weld/Smooth option under Viewport Display Settings, but neither of these eliminates the errors.

I tried converting it to polys but the resulting mesh still has the errors. If I check the Quads option, the errors go away but the model looks terrible!
I also tried reducing the value on the two settings below (angle approximation I think -- Max has just frozen up since I tried unchecking the quads option, so I can't see it).

As a test I created a NURBS box primitive and had the same problems.

Please let me know the solution. I have a client waiting to send this for rapid prototyping.

Thank you,

James

npower
02-22-2008, 07:20 AM
James,

Please send us the model so that we can see what is happening. We are very interested to help understand what ti happening.

Sincerely,

Eric

nPower_Dave
02-22-2008, 10:28 AM
Hello,

I just finished a model for a client that I decided to use PNurbs to build. However, when I put an STL check modifier on it, I get a few thousand errors. I tried the Weld and Smooth Mesh option under Rendering Approximation as well as the Weld/Smooth option under Viewport Display Settings, but neither of these eliminates the errors.

I tried converting it to polys but the resulting mesh still has the errors. If I check the Quads option, the errors go away but the model looks terrible!
I also tried reducing the value on the two settings below (angle approximation I think -- Max has just frozen up since I tried unchecking the quads option, so I can't see it).

As a test I created a NURBS box primitive and had the same problems.

Please let me know the solution. I have a client waiting to send this for rapid prototyping.

Thank you,

James


Hi James,

The STL modifier is a check for polygonal models. That won't work on a Power NURBS object. But if you FIRST convert it to and editable mesh (with the Weld / Smooth option turned on), then you should be able to run an STL check on the result. I think you may have just done things in the wrong order. But if not, send us the model.