Halloween mech

My first model in rhino 8 trying new features since ver5, legs are modeled after ABB robot arms and some industrial shapes, now its not a perfect skull but its a nice entry to get a feel for the new tools, made a custom enviroment.







happy halloween everyone!

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that is awesome!! gotta render it up!!

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I have a few ideas like environment scene and this hanging from a wall or ceiling then render it

Been also thinking about sending this for 3d printing if possible like a headphone stand or a desk figure

You create toys for a living right? are there any books or standards for joints and articulation on those? If I could get a hold of that I can make it come alive

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Very creative. Just in time for day of the dead also.—-Mark

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Love it!

I’ve never personally attempted anything this intricate looking with so many points of articulation and moving parts. I’d love to see the process behind posing the model, I imagine it must be quite painstaking

Looking forward to seeing it rendered

Rotation 3D and groups then work in perspective

Aslong as there is a center, sometimes it can be difficulty to snap because of so many parts in the way so I create say a sphere to make it easier

Then just imagine what you want to do move the parts so they don’t intersect with eachother and just pose away

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Like this

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no books that I know of specifically- but generally speaking printed parts should have a .15" wall thickness and join clearance comes down to how much play you want or how much stiction in the joint itself.

I typically add .01" as clearance in something I want to articulate, but not be floppy. (.02" if you want floppy)
Depends on what type of printer you are using tho… sla or clip holds tighter tolerances than a typical PLA printer with the exception of the newer bambu stuff…they seem to print round things pretty round.

pro tip, grab downloads from mcmaster carr of specific fasteners and use them for boolean subtractions if you want threads in stuff. They print quite nicely and a quick pass with a tap to clean the threads will yield very high quality threaded inserts that are delightful to assemble and reassemble.

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sticky autocplanes in v8 with subobject selection make posing stuff like this job MUCH easier.

if you cannot find a center of something, you can create a 3pt circle snapped to your part- that will give you a reliable center to snap to.

I have a YT filed for being able to drop a point on the gumball location which woudl be useful for marking bounding box centers on an object.

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This is in millimetres or inches?

McMaster Carr sounds familiar I think I used it during solidworks course looking for specific threaded screws good idea

Will have to look at what service and materials later only time I ever used a 3d printer was a stratasys once in 2016 so im not to familiar, maybe I can find one near my local library

I’m a luddite, that is inches…

I’d be willing to bet there are plenty people here who own printers that would work with you on this…I’m hoping Santa brings me a Bambu this year…

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Lol ill just translate those numbers, make that 2 santa please :joy:

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anyone got ram to spare? i still need to make a door

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You might want to optimize your mesh settings.

Can you show me the setting? When I restart rhino it goes back to 18gb then after about 1 hour it goes up almost up to 30gb again

That’s hard to say without having the model, but choose advanced and start with a custom mesh setting where you uncheck aspect ratio and make angle 0, then start working with distance edge to surface.
What is your _Polygoncount now?
To find the best mesh setting take a small part of your model first to get faster feedback.
How large is your model when you _SaveSmall?

That needs more info and investigation, can you tell a bit more about the tools you had been using during that hour?

“There are 21ᅠ610ᅠ632 quadrilateral polygons and 17ᅠ401ᅠ587 triangular polygons in this selection
There would be 60ᅠ622ᅠ851 total triangular polygons in this selection after forced triangulation”

sits now at 21GB ram stable

i think i found the culprit and its the skull the most dense its converted from subD to nurbs but it increased alot with the enviroment, character was around 3gb with the enviroment now its 5.7gb fence is subd converted to nurbs the rest is nurbs with copies

i also have a trash layer full with backups

save small gave me 2.5gb

You might be able to convert that dense polysurface back into a SubD with Quadremesh to SubD, but other than that, I’m quite sure you should be able to benefit trying out a different mesh setting.

it just takes so long to load those settings im trying the option it was set to custom so changing those soon

i did try the quadremesh before converting to nurbs but it messed up the teeth quite alot so i just left it but didnt change the rest of the model, i could try quadremesh on the other cutout parts and see if that works

I would make a low-poly version of your main model, then work on the environment in a separate file. The low-poly version of the main model is needed only to get proportions etc right.

Once the environment is ready you should try to get as low-poly out of that as possible.

I’d save the environment after extracting render mesh and joining all those up per material.

Then bring both the main model and the environment as blocks into a new file and render from that.