I know there are probably several ways to model this. My thought is model a rectangular object from a side profile with the bend there. Then boolean difference/trim/cut to get the opening and shape. Are there other methods?
back.stl (106.4 KB)
I know there are probably several ways to model this. My thought is model a rectangular object from a side profile with the bend there. Then boolean difference/trim/cut to get the opening and shape. Are there other methods?
back.stl (106.4 KB)
Is the cutout in the bent part? How would the part be made? Should sides be pependicular to the faces If so then create one bent surface, unroll that surface. Place flat version of cutout curve on the unrolled surface. Flow the curve onto the bent surface. Trim the bent surface. Offset the trimmed surface.
I used to make a decent living doing this type of stuff for a client before my McTenure here-
extract the main surfaces of the mesh and join them…
then dup the border-
then clean up the curves (rebuild, redraw circles and arcs with 3pt curves and circles)
make planar surfaces and loft them together, wirecut as needed for holes-
file attached-
back_kfix.3dm (330.3 KB)
It looks like the cutout starts at the end of the bend.
3D Print
Sides are perpendicular.
I’ve only used the unroll and flow once some years ago in a Rhino Class. I’ll have to looks into those features again.
Thanks, Kyle. However, I don’t know how to extract surfaces in a mesh.
simply explode the mesh.
of shift+ctrl+ click to sub object select individual faces, which you can then delete or transform as needed.
Duh. I think I remember exploding once, and I got a million separate faces. That’s what made me forever abandon working from meshes. I just exploded as you did, and it is all usable parts. Thanks.
you can always select faces (lasso is useful for this) and join to make groups of faces
there are also some specialized extract tools mesh>edit tools>extract
you can extract by area, angle, connected faces with an angle tolerance etc…
IMO there are a couple of ways to do it,
snap a edit point curve to the ends and vertices of the original mesh (most accurate)
(what I did) use blendcrv and adjust to visually get as close as possible to the input mesh.
dupedge the edges from the original mesh, join the resulting curves into one polycurve and then rebuild, then match the rebuilt curve to the surrounding curves.
Thanks to all for the help. I don’t understand some of it as I’ve forgotten a lot of the terms. e.g. “edit point curve.” I have to look that up. Anyway, I used some of the ideas and used commands I remembered, like “project.” I’m sure what I’ve done is not totally accurate, but it should work for hobbyist 3D printing tolerances. I still have never learned how to do material application at all.
Gracias