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davide445

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  1. I'm ashamed to ask both since you are ALWAYS answering and I dind't know how you find the time, but also since I was thinking the model pivot was the one defining his 3D movements. How do I find the model "original position", pardon my ignorance.
  2. I'm trying to achieve something seems a very stupid task I can't get up The attached mesh does have in origin a pivot set far away, wrong axes orientation and strange position I tried to correct this but only partially resulting in attached mesh. Wanted to ask if there is some tool that can help me in: - center the pivot to the center of mass - automatically align axes to the object main simmetry, so to don't have to just rotate by hand them (I remember there was some automatic tool in C4D the time I tested a while ago) - "drop" the object to main plane, so that is horizontal on the origin Blade_align.fbx
  3. Imported a DICOM file I'm trying to select a specific element, so to export the segmented component, but clicking didn't generate any selection, even if the object is totally detached from the others
  4. Yes I know I'm in contact with Andrew. But so far even enabling the option I didn't see any new feature in the Paint room and brush tools. Already written to Andrew, maybe I'm doing something wrong.
  5. Five years ago I created for the local Natural museum (using among other things my humble 3d-Coat know-how) a 3d-printed model of a butterfly starting from a dried insect, that was later painted and decorated, next a video we used to depict the work done Now the same museum asked me help preparing a basic shape of two specific dog races https://it.wikipedia.org/wiki/Cane_da_pastore_silano https://it.wikipedia.org/wiki/Cane_da_pastore_della_Lessinia_e_del_Lagorai These are very niche italian races that's why I didn't find an english description (but can just copy and paste the name on Google to find pictures), thus the interest of the Natural Museum. This time the need it's different, since there is no dried model of course, so will be needing to start from pictues and basic anatomic measures and recreate a basic model like in the process I found described in the latest 2021 3d-Coat rhino modelling example So that a can be later 3d-printed (or anyway produced to real in some way), another specialized company can add details such as skin rugosity and fur working directly on the printed model (i.e. such as in this case). There is no need to add all the thiny details directly on the digital model since these will be added later on the real model, a plain volume shape such as the rhino is ok (at least seems so at the level of discussion we have). This would be a fun project for me learning things, but I didn't have the time and my work is focused on solution ideation and management, so I'm searching for a specialist that can take care of this 3d model creation part, I will help the coordination with the Nature Museum. The work will mean a contract with the Nature Museum so need to be possibile to invoice to an EU company. Please let me know if you are interested so we can deepen the topic here and next in PM.
  6. Looking for a project to convert DICOM volume files (3d Coat can already manage them I discovered, can try using the ircadb 1.12 dataset under PATIENT_DICOM) into uniform quad mesh to be used for FEM simulation, such as is possible on specialized sw such as Freeform, Mimic or ScanIP. Since I know 3d Coat it's a marvel of sometimes hidden features, and I know his remeshing tool is very good, wanted to ask if someone ever used it in this way, or anyway will be possible to generate a perfectly uniform quad mesh.
  7. Looking at .81 release with the .80 released DICOM loading improvement. Not sure if was intended to work in that way but the slicer works only on the z axys since it's a plane and not a cube
  8. Looking at the new Atomontage service where is possibile to visualize medical volumetric anatomic models such as this one (from Visible Human Body project) Since 3d Coat can actually sculpt volumes I think will be possible to add volumetric shapes to an already volumetric (i.e. STL) model. What I was asking myself is if will be possible (or already available on 3d Coat) to actually paint on these volumetric shapes to add colors and details, and next export that as 3d textures. Not meaning vertex painting that actually paint the surface of the shape (even if with the benefit of not needing UV map), but where you actually paint a volume so to create a 3D texture, adding color to vexels, such as in this case I found an old thread from Andrew about voxel painting or vertex painting, I suppose the second prevails. My reasoning is being able to add details to an anatomic model in a multiscale form, having geometries that can later be painted in 3D to add details. Volumetric rendering engine such as Atomontage will be able next to render the volume with his 3D texture.
  9. Of course we can split the topic - VR it's just an end user experience that will be implemented using specialized realtime rendering systems - the main topic here is modelling. CAD it's very different from poligonal and different from solid, but we might need different formats for different reasons: poligonal for realtime, split for CT data, CAD for biomechanics My ideas was if 3DC might be consider at modelling stage a central modeling hub, where all formats will be converted so to enable 3DC based modeling.
  10. Planning a new human anatomy based interactive VR project, we are going to use some commercial 3d model as a start, but will need anyway some customization to show human variations, missing details, sections, deseases, and so on. The result need to be polygonal but also possibly solid (such as STL or other CAD formats such as STEP), both looking at diagrams or starting from TC/MRI data as a reference. The goal is fidelity respect medical standards and not just concept or art creation. I was looking for expertise and tool to be used for prototyping and delivery, looking in the 3DC forum seems there was some project in the past, even if I understand some designers I was discussing with are using Maya or specialized tools such as Geomagic Freeform. Wanted to kindly ask opinions if investing in 3DC as specialized tool might be a right choice in this specific case and if there is any field expert I can interact on.
  11. Sent in PM the mesh. I cannot use PhoenixFD since using a solver available only on Maya Bifrost (MPM).
  12. Tried to use 3ds Max new Retopology Tool 1.1 and the result it's still bad even if not so distorted as I got from 3d Coat or Maya retopo: Doing the sim seems it works in some way as expected (not entierly but at least the specific problem I was trying to solve) even using the original poly shape. So before going on with the for sure effort intensive manual retopo I will follow on with the polygonal shape.
  13. Fearing that will be the solution. A couple of questions: - since the most complex part will be the upper side with the square holes, there is any way to "copy&paste" the retopo done on one hole to the others? Just to don't need to do all the work manually - I tried anyway to retopo using the different methods, but when I try to export the result to fbx to be used in Maya, I find it back triangulated. I didn't find a way to prevent this.
  14. I have problems exatcly with the colliders. The object it's 1.8cm thick and even setting the particles and collision details to 2cm (meaning about 1h50min of frame sim time on a 48 thread machine) I got particles leaking trough the collider. Trying to solve the problem having a clean quad topology seems a good point. I'm not so concerned about decimation anymore, more importat to have a clean quad topology. If there is no other way, I suppose I can. Will be not the same to paint the upper part with the holes as a more dense for retopo? I think there lie the problem.
  15. Returning to 3d-Coat after years out of desperation since I need a cleaned mesh to run a Maya Bifrost simulation on it. I'm neither an expert on 3DC neither on Maya, just interested to enable the simulation part (even if I dream some day to use properly 3DC for a personal project I'm planning). Using Maya Retopology tool create some bad result such as this one This is the complete model (the front blade of a snow groomer), already decimated on 3ds Max Testing Autotopo, Instant Meshes and old-style quadrangulation I find better information than Maya (no preview nothing in Maya) but no good results. Wanted to ask i.e. if I need to paint flow lines/edges around every single square hole in the upper part.
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