I was having issues yesterday with circles being drawn. It turns out that those issues are being caused by the billion little single lines caused by the method I've ready about of fusion basically turning everything into an STL.
Looking at your other post, smoothing is probably not going to work with blend. Smoothing only works well when the toolpath is only moving in 2 axis and blend can make all 3 axis move. And depending on your control also might only work if the toolpaths are aligned with on of the 3 main planes.
Hi @HughesTooling , Smoothing did make a difference in this case. Though I see what you're saying about blend going in 3 Directions. In this case its only doing a plunge + trace operation on an even Z plane. Do you have a for instance case where Blend would be moving in 3 Dimensions? (I'm hoping to know whats up before having to resort to further questions next time!)
Thanks so much for taking time to share your experience
I find setting the smoothing tolerance to about 3x the tolerance I get quite good arc fitting without too big a total tolerance. So tolerance of 0.0004" and smoothing 0.0012", total tolerance is 0.0016. Using these settings your blend comes down to 504kb but 3d contour will give a better toolpath and only 68kb. Even tightening the tolerance to 0.0001" and smoothing 0.0005", the toolpath is only 130kb.
See attached file. You might need to play around with the top and bottom heights so you reduce air cutting. I used a no contact transition type because smooth ramps create lots of code with a fine tolerance.
Thanks so much for this @HughesTooling !
I learned quite a bit from the file, actually. Setting the additional offset helped it to grab into the vertical areas I was unable to access before, and using selectiong/avoid, instead of touch surfaces seems to make more sense.
On some other sections, the contour toolpath lines (but not Blend)are "colliding" on slightly curved surfaces. Is this normal? Is there a way around it?
Thanks so much for this @HughesTooling !
On some other sections, the contour toolpath lines (but not Blend)are "colliding" on slightly curved surfaces. Is this normal? Is there a way around it?
No sure what you mean by this, do you mean the bunching up so all the spacing is not equal? There are a couple of things that cause this. First one I'd look at is Flat Area detect, this will detect all flats in the whole model so can cause odd extra tool passes. The other is shallow area machining, this is useful if you have a fillet rad but takes a bit of experimenting to get an even toolpath.
I have a question regarding the structural loads in Generative Design. When I want to apply only one Force of 1600 N spread over five faces there is always the grey marked option "force per entity" activated although I can't deactivate it. So when you have a look at my screenshot what does it mean?
If you take a peek at the force dialog box you will notice there is an option for "Force per Entity" - but it is grayed out from interaction. This is turned on by default (for now) and explains your question.
Admaiora
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I found that when V stays in the checkbox, the displacement increases multiple than if the checkbox is empty. So for my understanding the "force for entity" are means what the number of force is playing for each face individually (like if 1000N and 3 faces it will be 1000N * 3), and the opposite case without "force for essence" means the force is playing for all selected faces together (1000N / 3)
Fusion Force: How to Ruin an Alien Wedding is a 2D action shoot 'em up where you control a squad of combine-able space ships as you defend your planet from an alien force that conquers planets as part of a wedding tradition.
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Super Smash Bros. Fusion Force is a crossover free-to-play mobile app for iOS, iPadOS and Android devices where it was published by Nintendo and developed by Bandai Namco, Sora Ltd. and King (from the makers of Candy Crush Saga). This Super Smash Bros. mobile game was first teased at the end of the Nintendo Direct on Kwanzaa (December 26, 2020) and was fully revealed on February 5, 2021. This mobile app has been released on April 23, 2021. Like Mario Kart Tour, Fire Emblem Heroes and many other free-to-play mobile apps, Super Smash Bros. Fusion Force requires an internet connection and a Nintendo Account to play this mobile app.
Super Smash Bros. Fusion Force is heavily based on the Super Smash Bros. franchise on Nintendo systems. When starting up the mobile app for the first time and before visiting the main menu, players must summon the Android Phone Mascot itself, Bugdroid along with the Mii Fighters based on a Brawler, Swordfighter and Gunner and an Ace-class fighter for free to use during gameplay. The Mii Fighters and Bugdroid can be customized in the Customization Menu. During gameplay, players can fight opponents by tapping on the enemy and the player will get closer to them to attack. When performing a smash attack and a special move, players must use the following commands as of the previous Super Smash Bros. games. Players can use the control pad on the touch screen to move. Pressing the A button initiates normal attacks, while using the control pad and the A button initiates smash attacks. Pressing the B button initiates a neutral special move. Using the control pad for the side, up and down directions along with the B button initiates the side, up and down special moves. Pressing the L button initiates a grab. The player can perform a throw using the control pad. The R button activates the shield just by holding it. The player can also activate the shield by holding the L button. During gameplay, Smash card boxes (in their style as item boxes from the Mario Kart series) can now appear for players to use. Players can pick up items by going near one and press A. There are various types of Smash cards. The Red card initiates increased power of smash attacks. The Yellow card initiates powerful special moves. The Green card initiates helpful items such as a Beam Sword and a Ray Gun. The Blue card involves performing a Final Smash. After a random amount of time has passed and the character's icon has been filled up, players can tap on the character's icon to have the blue card reveal itself. The fifth and final card is the rainbow card, which involves performing a Team Final Smash. The rainbow card can be revealed when the player has two or three characters alive and after collecting all of letters from the red, yellow, green and blue cards that spell out S-M-A-S-H. Before gameplay, players can now perform the fusion technique on their favorite characters using the power of each spirits, support items and many other characters in common. Fusing characters can only be featured in the Fusion Chamber. When summoning a character in the Summon Chamber, players can use Smash Tokens to summon their favorite characters who appear from each Super Smash Bros. game to train and fuse their favorite characters. Players who have a Nintendo Account and any of the following accounts such as Google and Facebook can link their account to the mobile app to prevent their progress from being automatically deleted. As of the version 1.2.0 update, players can now play this game offline, even if they are not connected to the internet. But they will keep earning the number of XP to level up according to the CPU's difficulty level when playing Solo mode battles.
When starting up this mobile app, players start out as three Mii Fighters based on a Brawler, Swordfighter and Gunner and Bugdroid along with a healthy sum of Smash Tokens. Other playable characters besides the Mii Fighter variants and Bugdroid can be obtained by summoning in the Summon Chamber. Each character has a rating of either a Novice, Advanced, Ace or Legend. As of the two Super Smash Flash games, fourth-party characters such as Goku (from the Dragon Ball series) and Ichigo Kurosaki (from the Bleach series) join forces in this fighting mobile app. In the Fusion Chamber, players can now fuse their characters with the power of spirits and many other characters (similar to fusing two monsters to become one powerful monster in the Yu-Gi-Oh! franchise where players known as duelists use the Polymerization card). For example on the first method, fusing a playable character such as Mario with the Smoky Progg spirit will both become Smoky Mario. Another method is combining a character with a support item. For example, fusing Sonic with the Chaos Emeralds support item turns him into Super Sonic (as of his Final Smash). On the third method, fusing two ordinary characters such as Pyra and Mythra will both eventually become Pneuma. And on the fourth method, fusing two spirits such as Tiki (in her young age) and Naga will both become Nagi, one of the fusion assist characters. The same thing happens when fusing a spirit and an item such as Young Zelda and the Triforce item turns Young Zelda into the Adult Zelda, who is playable from Ocarina of Time. Lastly, fusing two spirits into one playable character such as fusing two Touhou Project spirit characters Byakuren Hijiri and Sumireko Usami to combine into Bayonetta (in her classic costume from the original Bayonetta), a fully playable character. Any characters that were combined with another character, spirit or a support item will eventually be stored in the Fusion Characters list. In the version 1.2.0 update, players can now obtain characters by scanning their amiibo and its cards using a Bluetooth amiibo scanner. Various palette swap characters such as the ones for Bowser Jr., Olimar and Corrin are now standalone fighters.
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