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Mesh fusion modo 801
Mesh fusion modo 801




  1. #Mesh fusion modo 801 how to
  2. #Mesh fusion modo 801 full

This is required to produce a Fusion model. When you create a Fusion model, a Fusion Item node is added to the Schematic viewport. With the mouse over the Schematic workspace, press Ctrl+ F to open the pie menu. If you want to remove the nodes and tidy the Schematic, follow these steps: 1. There may be times when you are left with nodes that have no children, which do not affect the Fusion mesh. You can then add the mesh to the Schematic by dragging it from the Item List or the 3D viewport. above the 3D viewport and selecting Prep Selected. You can also prep the mesh by clicking More Fusion. Note:If the mesh is already in the Item List, skip step 1. The node appears in the Schematic viewport. With the item selected and the cursor over the Schematic viewport, press Ctrl+ F to open the pie menu, and select Prep & Add Selected Meshes. In the Schematic Fusion layout, double-click a Qbic preset in the Preset Browser (lower-right) to add it to the scene. Let's say you want to add a Qbic primitive to the Schematic: 1. If you don't prep it, the mesh node doesn't have a Fusion Feed output and cannot be connected to a Boolean operator. To add a mesh to the Schematic, you must first prepare it so that its node has the necessary inputs and outputs. Note:Any changes to the original mesh are applied to the instance. Instance & Add Selected Meshes - Create an instance of each selected item and the instance(s) to the Schematic workspace, ready to be used in the Fusion mesh.Prep & Add Selected Meshes - Prepare all selected items for use in Schematic Fusion, and add them to the Schematic workspace, ready to be used in the Fusion mesh.Delete Unused Fusion Nodes - Remove all childless nodes.Add Fusion Subtract Node - Add a subtract node to the Schematic.Add Fusion Intersect Node - Add an intersect node to the Schematic.Add Fusion Union Node - Add a union node to the Schematic.Clear Extra Mesh Channels - Remove any channels not related to Fusion.The menu offers the following options (clockwise from the top): Position the mouse over the Schematic viewport and press Ctrl+ F to open the Schematic pie menu. The Schematic pie menu provides a shortcut to the most common Fusion commands. The image below shows how the layout is organized. The default Schematic Fusion layout is divided into four viewports. You can see it when you switch to the Schematic Fusion layout.

#Mesh fusion modo 801 how to

See Creating a New Fusion Item on how to do this.Ī Schematic Fusion Item is created automatically. In order to use Schematic Fusion, you must first create a Fusion Item using the New Fusion button. Note:Drag-and-drop uses the new workflow commands, so it's not compatible with legacy Schematic Fusion editing. For more details on how to do this, see Legacy Fusion Items. You can still edit your model in the Schematic, but you then need to convert it to the new format. Note:Schematic Fusion modeling is not compatible with the new MeshFusion workflow introduced in Modo 10.2. There are a number of common shortcuts in the Schematic Pie Menu and context menus. Schematic Fusion has been designed to be user-friendly with quick access to common features.

#Mesh fusion modo 801 full

The Schematic Fusion layout supports the full range of Boolean expressions, and allows the use of mesh instances and sharing of meshes between multiple Fusion Items. I'm getting some great work done now.You can build Fusion models using Modo's Schematic Viewport instead of using the 3D viewport. To get the MOI3D mesh to render properly I needed to use triangles + quads as the n-gon wouldn't work, it took a long time of experimenting to get the right settings for export, but Mesh Fusion worked straight away and came up with an even cleaner mesh.Īnyway, super happy with how Mesh Fusion is going, the combination of Mesh Fusion and procedural mirror / helix etc is wonderful, as is the increased stability of Modo. It's interesting to see how the two different applications compare with the final mesh that renders cleanly, I've attached a few renders to show the results I got with each program. The other part which took time in MOI3D was working out the export settings to get a smooth mesh that would render well with MODO. The speed was largely due to being able to adjust the form in real time with Mesh Fusion vs having to continually try and backout changes in MOI3D. It took me around 20 mins to get the form I was after in in Mesh Fusion which took me all day to get right in MOI3D. When Mesh Fusion was first released I tried to reproduce what I could do in MOI3D and failed, but now with Mesh Fusion in Modo 10.2 with procedurals and the improvements to meshing it's all there now. I've been using MOI3D for a while now, which is a great sketchpad type Nurbs hard surface modelling app that produces wonderful engineering type hard surface precise shapes.






Mesh fusion modo 801