98 PLASTICITY 101 SNAP TO IMPORTED MESHES

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  • เผยแพร่เมื่อ 11 ธ.ค. 2024

ความคิดเห็น • 26

  • @alanokamura6250
    @alanokamura6250 3 หลายเดือนก่อน +5

    Whoa, didn’t know they added this feature. I used Modo for years and missed the snap to obj feature. Soooo awesome to have it in a nurbs format. Thanks for this video! Very helpful.

    • @Glenn3D1993
      @Glenn3D1993  3 หลายเดือนก่อน +1

      You're Welcome. Should be on the update later today 2024.2

  • @KrisHammes
    @KrisHammes 26 วันที่ผ่านมา

    cool to see. Im testing plasticity out to work in a game dev pipeline for hard surface, this is a key part. One thing I cant really check is how high poly I can make the exports to move back into zbrush and reconstruct subdiv levels with dynamesh/zremesh. I need really high poly exports from plasticity to get the hard edges and curve without facets. I wish this was available in the trial to test but its not

  • @CiaranWhelan
    @CiaranWhelan หลายเดือนก่อน +1

    Fantastic tutorial. I'm trying to transition from Blender to Plasticity with a couple of cars that I want to thicken in Plasticity and then prepare for 3D printing.
    Is your method good for importing OBJ car mesh and then prep for thicken?
    I would truely like to see more videos like this to go through the process of importing obj, refacing, then thickening internally to ensure the faces do not lose the original dimensions. For example a model car.

    • @Glenn3D1993
      @Glenn3D1993  หลายเดือนก่อน

      I think it'll work for what you need. I've been going the route of Zbrush 2022 to plasticity and back. I always keep 3D printing in mind, so when I export out of Zbrush, I scale the object little smaller than my FDM printbed. Of course you can rescale in Plasticity, but I like the ability to go back to Zbrush to add detail so setting the scale in the original app helps. As for thickening, once you rebuild the surfaces of the car and fuse them together, it should be a matter of running the thicken command on the shell, though sometimes it gets finicky if too many surfaces self intersect themselves, you'll have to experiment.

  • @mash3d67
    @mash3d67 3 หลายเดือนก่อน +4

    Have you tried it with Scan data yet? I'm assuming the scan would need to be reduced poly count wise to keep from bogging down performance.

    • @Glenn3D1993
      @Glenn3D1993  3 หลายเดือนก่อน +2

      Haven't tried scan data yet. I would definitely reduce poly count on it, also if you can quad remesh it. Found it helpful in having a nice flow of topology to get smooth surfaces

    • @c.d.m.3821
      @c.d.m.3821 หลายเดือนก่อน +1

      @@Glenn3D1993im currently doing it on scan data with hi poly.. it works but i think low poly will actually be easier to work and provide better results as cpc will smooth out the image.

    • @Glenn3D1993
      @Glenn3D1993  หลายเดือนก่อน

      I personally feel if you can do a quad remesh that follows the flow of topology of the mesh like Zbrush zremesher does you'll have easier time in Plasticity converting to a CAD surface model. Just need to see the wireframe of imported mesh to make it easier. I might try creating a custom material for Plasticity to see the wireframe easier, shot in the dark on that one.

    • @c.d.m.3821
      @c.d.m.3821 หลายเดือนก่อน

      @ being able to see the wire frame would be huge for 3d scans to snap to and follow tge wire for accurate curves .. im not far off.. maybe like 0.2mm off but id like a uniform curve-mesh… not too familiar with zbrush/mesher ..

  • @jacquesjanoyer
    @jacquesjanoyer 3 หลายเดือนก่อน +2

    Thank's

    • @Glenn3D1993
      @Glenn3D1993  3 หลายเดือนก่อน

      You're Welcome

  • @stefanovinto283
    @stefanovinto283 3 หลายเดือนก่อน +3

    ...hello Glenn, best compliments for great video. I have just downloaded and installed v 24.1.9 but I am not able to activate snap to mesh...stl is a retopologized mesh exported from blender, so it's a pure quad mesh. Any suggestion? thanks in advance and cheers from Italy!

    • @ED_ModAndViz
      @ED_ModAndViz 3 หลายเดือนก่อน +3

      We have to wait for 2024.2.

    • @Glenn3D1993
      @Glenn3D1993  3 หลายเดือนก่อน +3

      The 2024.2 update should be out today. Keep eye on their Instagram channel for when it's released. instagram.com/getplasticity?igsh=MWc1YjFmMTE3MnA5MQ==

    • @stefanovinto283
      @stefanovinto283 3 หลายเดือนก่อน +3

      @@Glenn3D1993 Hello Glenn! Many thanks indeed for kind answer. Ciao!

  • @MissaelKaban
    @MissaelKaban 2 หลายเดือนก่อน +2

    instead rebuild it, you can convert your object into step file and edit it in plasticity as solid

    • @Glenn3D1993
      @Glenn3D1993  2 หลายเดือนก่อน +1

      @@MissaelKaban True, but most converters just do a straight convert of a polygon to flat face on a solid. You'd end up with a fauceted solid and still have to rebuild the surface if it's supposed to be a smooth organic object. Moi and I think fusion can work with quad subdivided surfaces and convert them to smooth solid

  • @The.JZA.
    @The.JZA. 2 หลายเดือนก่อน +2

    I tried importing an STL file, much more simple than what you have there, but I can't snap to anything. It's just simple lines and flat faces. It doesnt seem like I can do anything with it at all. Is there a command I need to run after importing it?

    • @Glenn3D1993
      @Glenn3D1993  2 หลายเดือนก่อน +1

      You might double check what version of Plasticity you're using. Needs to be 24.2 or later for that function to work

    • @The.JZA.
      @The.JZA. 2 หลายเดือนก่อน +3

      @@Glenn3D1993 Thanks, yeah I just worked that out haha. Didn’t realise that plasticity doesn’t have a built in updater so had to go and manually download the latest version. I’m getting the snapping now. Thanks! Hopefully in the next update we’ll be able to explode STL files into actual objects/faces/lines etc so we don’t have to manually trace over them.

  • @sintetico82
    @sintetico82 2 หลายเดือนก่อน

    Hi! Thank you for the video. I have imported an obj but how can I have more face and vertex visibility like your model? For me, finding the right vertex for snapping isn't easy.

    • @Glenn3D1993
      @Glenn3D1993  2 หลายเดือนก่อน +1

      Unfortunately Plasticity currently doesn't have means to manipulate imported meshes beyond scale and rotate. You'll have to subdivide it in a modeling app and export it back out, then import it back into Plasticity.

    • @sintetico82
      @sintetico82 2 หลายเดือนก่อน +1

      @@Glenn3D1993 yes finally i did it in Blender, but still very hard to see the vertex. I will propose as new feature to plasticity team! thank you!

    • @sintetico82
      @sintetico82 2 หลายเดือนก่อน +1

      Anyway, if you will makes more video related to this feature i will really enjoy. I am bery interested to understand what is the best workflow for integrate external more organoc shape in my plasticity design

    • @Glenn3D1993
      @Glenn3D1993  2 หลายเดือนก่อน +1

      I've got a tutorial in mind for Zbrush 2022 integration. Just a matter of doing it lol. Got sidetracked playing with Zbrush for Ipad.