No Problem. I will say since this video there are some tweak/updates. Certainly check blender add-ins and also options when saving as a mesh in Fusion. When you save as an OBJ in fusion you don't get a quad option, BUT if you go to the mesh tab and do tesselate, there is a "create quads" option there. That might be nice to bring into blender, but the only way i have found to bring a quad into blender from Fusion is a control frame from a form..... I will be doing an update to this workflow in the near future.
Thanks Allan, I have covered this in several more places. What I feel is exhaustive but if there is something missing specifically please let me know. In the Learning Blender Slowly series I take our mesh body out of Blender and back into Fusion ruclips.net/video/TDsgy3Zn0jA/видео.html In this video I specifically talk about converting meshes and we take a design from Fusion to Blender and Back to a BREP in Fusion. ruclips.net/video/fDIQKzDsgE4/видео.html And one more time here ruclips.net/video/wRXf4QyMCMc/видео.html I plan to keep the blender series going and eventually get into more Blender topics like animation, rendering etc. There is just a lot in front of it on my list. But please if there are any questions feel free to ask here or email me support@caducator.com
hey man I watched your 360>blender export videos but I am struggling to get a car body from into blender really looking as good as it should. I have tried all 4 file types with varying resolution for the STL as well as smooth shading of course. Pretty much everything gives me ugly sharp spots in one place or another and smooth shading often creates a few of these super strange 'dents'. If there is any way you'd be willing to make a video about working with complex high curvature models/meshes for this it would be awesome I'd really like to get my car rendered in blender
so I haven't completely figured it out but you can do a lot with the refinement options to change the structure of the mesh. You can do even more by changing to the mesh workspace (of course lol) and you have an option there to make the mesh quads when using tesselate plus a ton of options for manual cleanup I guess its just unavoidable with complex meshes. I am still having problems with bad shade smooth reactions. Fusion also seems to reprocess the mesh on export which is super annoying
Hey Mason, sorry for my delay I was out of the "office". It is a bit tricky to get a clean export but it can be done. Recently I did a video showing the export of the forms control frame, but I imagine you have more details done outside of forms if you are at the render stage. If you would like to share the file with me I am happy to take a look. support@caducator.com In general OBJ or FBX have been my goto options and I haven't noticed any issues, but its very much based on the model. As you have seen doing the mesh conversion in Fusion(which is destructive) is a step that might be needed. If i do this, I would copy them first and tesselate the copy so you retain the original. Or do a Save As on the fusion file.
Ah i see trippyLighting replied. Glad he was able to help you! There is definitely a disconnect between how things are viewed/shaded as BREPs in CAD vs as mesh bodies in Blender or other mesh software. The issue is that as a mesh(in blender) you typically want control edges which helps when shading smooth. But if you export something from CAD you end up with some big triangles on a flat face which turns into a mess when you shade smooth or mess with auto smoothing normals. If you used "Shade Smooth" you might also want to check the Normals "Auto Smooth" option so your hard edges stay hard. Id love to see your hard work when you are done if you want to send me an email.
As far as I know decals will not be. appearances will be as they are applied to faces and when that gets translated the triangles in the mesh as well as mesh bodies can have a color/appearance applied.
Thanks, it saved a ton of time testing the formats.
No Problem. I will say since this video there are some tweak/updates. Certainly check blender add-ins and also options when saving as a mesh in Fusion.
When you save as an OBJ in fusion you don't get a quad option, BUT if you go to the mesh tab and do tesselate, there is a "create quads" option there. That might be nice to bring into blender, but the only way i have found to bring a quad into blender from Fusion is a control frame from a form.....
I will be doing an update to this workflow in the near future.
PLEASE continue this topic! It is so well presented.
Thanks Allan, I have covered this in several more places. What I feel is exhaustive but if there is something missing specifically please let me know.
In the Learning Blender Slowly series I take our mesh body out of Blender and back into Fusion ruclips.net/video/TDsgy3Zn0jA/видео.html
In this video I specifically talk about converting meshes and we take a design from Fusion to Blender and Back to a BREP in Fusion. ruclips.net/video/fDIQKzDsgE4/видео.html
And one more time here ruclips.net/video/wRXf4QyMCMc/видео.html
I plan to keep the blender series going and eventually get into more Blender topics like animation, rendering etc. There is just a lot in front of it on my list. But please if there are any questions feel free to ask here or email me support@caducator.com
Excelente-...me ayudo mucho...BACAN!
thank you very much helped me out a lot
Thanx, this is exactly what I needed!
Great to hear! I made a few of these videos and each time i get comments on the nuances.... there are so many :)
hey man I watched your 360>blender export videos but I am struggling to get a car body from into blender really looking as good as it should. I have tried all 4 file types with varying resolution for the STL as well as smooth shading of course. Pretty much everything gives me ugly sharp spots in one place or another and smooth shading often creates a few of these super strange 'dents'. If there is any way you'd be willing to make a video about working with complex high curvature models/meshes for this it would be awesome I'd really like to get my car rendered in blender
so I haven't completely figured it out but you can do a lot with the refinement options to change the structure of the mesh. You can do even more by changing to the mesh workspace (of course lol) and you have an option there to make the mesh quads when using tesselate plus a ton of options for manual cleanup I guess its just unavoidable with complex meshes. I am still having problems with bad shade smooth reactions. Fusion also seems to reprocess the mesh on export which is super annoying
Hey Mason, sorry for my delay I was out of the "office". It is a bit tricky to get a clean export but it can be done. Recently I did a video showing the export of the forms control frame, but I imagine you have more details done outside of forms if you are at the render stage. If you would like to share the file with me I am happy to take a look. support@caducator.com In general OBJ or FBX have been my goto options and I haven't noticed any issues, but its very much based on the model. As you have seen doing the mesh conversion in Fusion(which is destructive) is a step that might be needed. If i do this, I would copy them first and tesselate the copy so you retain the original. Or do a Save As on the fusion file.
Ah i see trippyLighting replied. Glad he was able to help you! There is definitely a disconnect between how things are viewed/shaded as BREPs in CAD vs as mesh bodies in Blender or other mesh software. The issue is that as a mesh(in blender) you typically want control edges which helps when shading smooth. But if you export something from CAD you end up with some big triangles on a flat face which turns into a mess when you shade smooth or mess with auto smoothing normals. If you used "Shade Smooth" you might also want to check the Normals "Auto Smooth" option so your hard edges stay hard.
Id love to see your hard work when you are done if you want to send me an email.
@@LearnEverythingAboutDesign I will totally send you a shot of the final render!
The decals are not visible in blender when i import an fusion 360 FBX file in blender
As far as I know decals will not be. appearances will be as they are applied to faces and when that gets translated the triangles in the mesh as well as mesh bodies can have a color/appearance applied.
idk if its possible to learn everthing