Monday, July 31, 2006
First tries at slicing and dicing...
I woke up this morning with a dread of spending the day doing soldering and PIC programming so I veered off in another direction entirely. I've admired Adrian's STL conversion software and wondered if I could do something similar, if possibly not quite so photogenic. As a first task I set out to slice up an STL file. I cranked out something quickly in AoI. ![](http://photos1.blogger.com/blogger/1787/1159/320/reamed%20cylinder%2002.jpg)
Afterwards, I exported the "design" as an STL file. Here you can see what the shaded solid in AoI looks like as a wire frame representation of its STL file.![](http://photos1.blogger.com/blogger/1787/1159/320/reamed%20cylinder%20wire%20frame%2002.jpg)
Then you can see what happens when you make multiple passes through the STL representation of the solid form with a cutting plane.![](http://photos1.blogger.com/blogger/1787/1159/320/reamed%20cylinder%20sliced%2002.jpg)
From there we start mapping paths for the Mk II to extrude the solid.![](http://photos1.blogger.com/blogger/1787/1159/320/reamed%20cylinder%20cross%20hatching.jpg)
The next step will be to map the boundary paths for the layers.
The code looks fairly robust so far. Mind, I haven't attempt to correct for pixel geometry yet.
![](http://photos1.blogger.com/blogger/1787/1159/320/reamed%20cylinder%2002.jpg)
Afterwards, I exported the "design" as an STL file. Here you can see what the shaded solid in AoI looks like as a wire frame representation of its STL file.
![](http://photos1.blogger.com/blogger/1787/1159/320/reamed%20cylinder%20wire%20frame%2002.jpg)
Then you can see what happens when you make multiple passes through the STL representation of the solid form with a cutting plane.
![](http://photos1.blogger.com/blogger/1787/1159/320/reamed%20cylinder%20sliced%2002.jpg)
From there we start mapping paths for the Mk II to extrude the solid.
![](http://photos1.blogger.com/blogger/1787/1159/320/reamed%20cylinder%20cross%20hatching.jpg)
![](http://photos1.blogger.com/blogger/1787/1159/320/Ball%2001.jpg)
The code looks fairly robust so far. Mind, I haven't attempt to correct for pixel geometry yet.
Comments:
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Wow, looks like you are moving right along there...
Having a background in 3D illustration and animation, I'm wondering what you mean by "pixel geometry"?
Having a background in 3D illustration and animation, I'm wondering what you mean by "pixel geometry"?
***I'm wondering what you mean by "pixel geometry"?***
I'm referring to the 2D proportions of a pixel on a screen. It's rarely square, so you tend to have to compensate for it in your coding at times.
I'm referring to the 2D proportions of a pixel on a screen. It's rarely square, so you tend to have to compensate for it in your coding at times.
Oh, I see, you mean at the display. I'm guessing this doesn't interact with slices and paths and such. That's what I couldn't figure out!
On a totally different topic, I got tired of dodging wafts of solder fumes. (Now where did I read you and Adrian posting about that...?)
In any case, I salvaged our old kitchen stove ventilator and thanks to an outside vented flex pipe, it's doing a great job in the workshop now. Also sucks out glue fumes (been testing molten plastic against silicone, very non-stick...) or anything that might bug someone in the house...
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On a totally different topic, I got tired of dodging wafts of solder fumes. (Now where did I read you and Adrian posting about that...?)
In any case, I salvaged our old kitchen stove ventilator and thanks to an outside vented flex pipe, it's doing a great job in the workshop now. Also sucks out glue fumes (been testing molten plastic against silicone, very non-stick...) or anything that might bug someone in the house...
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