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Modeling The Jr7-D In Autocad 2014


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#1 Archtype

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Posted 08 November 2013 - 03:21 PM

To those who did not see my first post, I am a student in a drafting program which focuses on mechanical and manufacturing applications. Given the highly mechanical nature of MW:O, a personal focus on manufacturing and recently acquired access to a 3d printer (personal acquisition of a Prusa I3 is in the near future), I have decided to model a Jenner for technical readouts and eventually 3d printing.

As Valcrow has shared with the community, tolerances and understanding your 3d printer’s design constraints is a big part of a modeling project such as this. That being said, I hope it will be an interesting way to help myself learn the coursework more completely than through lecture and home work alone.
Down to the nitty gritty. This project will occur in several stages, the first is already underway.
  • materials research – e.g. models, software constraints;
    • extracting models
    • conversion to autocad friendly, or at least visible geometry
  • drafting (done at full scale – this is for educational purposes);
    • establingshing actual size
    • import reference material that will be useful and hopefully not resource prohibitive
    • ….
  • scaled 3d model output to autodesk fusion 360
  • layout of the construction/manufacturing blueprint that results from the scaled model and parts list; Stage 4 will be printing a prototype.

    The programs I will use are:
  • Noesis w/cry engine plug-in (MW:O Art Thread)
  • Autodesk Autocad 2014: free to students here
  • Autodesk Fusion 360: free to students/entrepreneurs/hobbyists here
  • Autodesk FBX convertionhere
STAGE 1: ROUND START



Heffey, of “What Does the Mech Say?” gets a shout out, one stop shopping (gleaning?) on how to get started with extracting game geometry and getting it converted. His MW:O Art Thread is a wealth of information for all things model extracting. I will be returning there frequently.
Heffey’s work got me set up with Noesis and the cry engine plugin to extract the geometry from game assets. Interestingly Noesis has a tool to extract geometry in an Autodesk friendly format (-ish) Autodesk FBX.

For those unfamiliar with autocad, it is an incredibly versatile piece of software but only ever does anything properly if you coax and prod it along in just the right way.

System resources are also at a premium, working with non-native geometry is something that can really slow down your work flow. To address this we turn again to Autodesk FBX, Autodesk has a utility dedicated to handling data like this here (free to autodesk 360 account holders – see fusion 360 for free account). In industry this tool is pretty important as it allows manufacturers to share 3d schematics across platforms, which as anyone who has been playing around with this will tell you, cross capability is nill(see reasons to use open source software). I have been fooling around with the FBX converter, which seems to maintain the detail of the geometry while in some/most cases reducing the file size.

There are several extensions supported directly for conversion:
  • 3DS (*.3ds)
  • Collada (*.dae)
  • Drawing Exchange format (*.dxf)
  • (*.Obj)
  • (*.fbx)
You will notice FBX is supported for conversion, I assume this is to ensure compatibility (or the greatest degree of it) with current Autodesk software. The file architecture in Autodesk changes every few revisions (currently 2013, previously 2011). .DXF is also a format most associated with Autodesk, but thats neither here nor there.


Trying to get the most Autocad friendly model with the greatest amount of detail I have run some conversion tests.
Posted Image
First Rest: convert Noesis output to FBX 2013 binary encoding

Converting from Noesis .OBJ output to .FBX 2013:

The full “body” output of the Jenner is ~5.0mb, after converting to FBX the file is reduced in
size to 1.07mb.

Converting from Noesis .FBX to FBX 2013:

No file size change, Noesis uses version 7.3 of FBX (search for a change log, but who cares)

Second Rest: convert Noesis output to FBX 2013 binary encoding

Converting from Noesis .OBJ output to .FBX 2013:

The full “body” output of the Jenner is ~5.0mb, after converting to FBX the file is reduced in size to 4.14mb.

Converting from Noesis .FBX to FBX 2013:

The full “body” output of the Jenner is ~1.07mb, after converting to FBX 2013 the file is increased in size to 4.14mb. Ascii requires more space to encode in? Not sure how this will affect model detail, but the amount of data required to draw the geometry will affect performance in autocad for certain.

Posted Image



Results

In Autocad there are no differences in the number or faces in the Jenner. They both have about 16500 faces. SO outgoes the ascii, as it’s a larger file. The goal was to determine if autocad interprets the geometry differently depending on file types. I have not really got much further than this in the process yet.

That gets you to the jenner as a block in autocad, it has to be imported through the insert ribbon and can be placed as a Block, or simply in the model space. I have not determined if the Flip UV’s revelation has any effect on model orientation or impact on my project, but after remembering this, I made sure to re-create my exports with this turned on in Noesis.

Closing thoughts and what is next

I have a few photos of the jenner looking pretty in model space. Though at this point, the model is only geometry, not material or object. I can however break the block (auto cad drawing jargon) to have selectable faces and the ability to track new lines over the original work.

Next steps are to investigate one of several ways to import the geometry to facilitate scaling. I also need to decide exactly what true shape and size are for a JR7-D. This is sort of trivial in most cases, but the end goal is a draft sheet at C or D size that will have accurate annotations and an isometric view. Later comes the scaled 3d print.

Posted Image
Posted Image

Playing around with my rediculous display setup to take a picture of some candy

-----All copyrighted or licensed materials are presented for an education purpose only-----


*edit for missing formatting

Edited by Archtype, 08 November 2013 - 04:08 PM.


#2 xCico

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Posted 08 November 2013 - 03:45 PM

Nice man, I worked on AutoCAD in highschool(last year) and I can only say damn man Gj hehe

#3 Archtype

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Posted 08 November 2013 - 04:05 PM

meh, no credit yet, those are all raw assets. besides the write up it was just several hours of putzing around to figure out if somehow I could get autocad to import the game geometry as something that can actually be turned into a solid in autocad. Talking with an autodesk software engineer(one of the part time professors in the program works for autodesk) about what sort of source files are available from the game, was less than encouraging in terms of project hours. He was pretty certain there would be no luck in the end getting anything really valuable out of the geometry. I still have not figured if i am just derped on the import, or if there is just no really useful information beyond a shade-able wire frame. Having been hoping an autocad friendly format would produce more useable geometry

I have had it suggested that i use 3ds max or maya (available free to college level students at least for 3 years) to work with the models, but its a time constraint issue (maybe brainspace?). Currently shoving autocad 2014 into the hopper along with drafting/machining/manufacturing standards.

Edited by Archtype, 08 November 2013 - 04:10 PM.


#4 Archtype

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Posted 09 November 2013 - 01:38 PM

Really, I should be doing homework but procrastination is good!

I was fooling around last night and managed to find a way to convert the 3d mesh indirectly to a 3d model.

notes on workflow
Spoiler



Posted Image



This process gives you a large number of planar surfaces(equal to the number of 3d faces from the original game geometry), which Autocad is able to work with as boundaries for potential 3d solids it will sculpt, it only works on water tight surfaces though. what this translates to when sculpting is the JR7's feet that you see in the photo above. The construction in the back ground of the photo was all that was modeled as a solid out of the entire leg, some 3500+ faces.

the foot from the entire leg automatically is not bad. the next thought i had was using an array to create a stack of intersecting surfaces through unfinished geometry, thereby increasing the number of airtight objects that Autocad could find.

THIS IS RAD< but flawed, and will require a little more tinkering before it works properly.
Posted Image

the planes intersect the model along its vertical access only, and are really oversize for this application(ignore that it is upside down). in future tests i will use smaller planes, and quite possibly try vertical and horizontal planar additions (I forsee this creating unwanted geometry depending on implentation)

The result is this: (this is a 180 camera flip so you can see the results better)

Posted Image

the red ellipse highlights where geometry is still not complete after adding planes to complete the sculpt. The amount of geometry I can extract without actually modeling or correcting double faces/vertices is increasing.

you will notice that the modeling missing is the knee joint. I have not decided on how to approach this completely for my final print. Thinking in terms of mcfarlane toys (halo rather than spawn) and the joints are pretty much recast by them, I may make much more print friendly joints for the JR7 models based on ideas from Valcrow's JRF-D(s) 3d print (whose joints remind me of old gundam kits or transformers toys) and Valcrow's Catapult 3d print (which remind me more of the old exo-squad robotech releases--> starring at my marauder [zentraedi officers battle pod] for inspiration a bit).

These are solid, hollow objects at this point which can be given a thickness and break down to 3d regions when exploded again. Still learning about solids in autocad, but i am pretty sure this is what i will want/need to make the drafting process much easier. Still not scale to speak of.

#5 allergen

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Posted 09 November 2013 - 05:41 PM

Aiming to do anything in Inventor too?

#6 RotS Targe

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Posted 10 November 2013 - 11:19 AM

I love working in AutoCAD, so I'll be watching this with great interest.

#7 ShadowLiger

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Posted 11 November 2013 - 01:34 PM

I have access to several 3d printers (Research Lab). If some people wanted to collaborate on 3D printable mechs I would be up for that. Especially if we wanted to make them to scale with one another, possibly pose-able.
http://imgur.com/a/RV2Zd#0
So far I have worked with others that did direct prints of their favorite mechs. I think it would be nice to collaborate on some higher quality builds if we are allowed to do so.

#8 Heffay

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Posted 11 November 2013 - 01:56 PM

Noesis can output to the latest version of FBX as well. You have to use one of the arguments to do that, as by default it extracts to an earlier version. Not sure if this is useful or not, because I TL;DR;Liked it anyway. :P

#9 Archtype

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Posted 12 November 2013 - 01:32 AM

View PostShadowLiger, on 11 November 2013 - 01:34 PM, said:

I have access to several 3d printers (Research Lab). If some people wanted to collaborate on 3D printable mechs I would be up for that. Especially if we wanted to make them to scale with one another, possibly pose-able.
http://imgur.com/a/RV2Zd#0
So far I have worked with others that did direct prints of their favorite mechs. I think it would be nice to collaborate on some higher quality builds if we are allowed to do so.

I am pretty sure there are rules against collaboration. This is why I am slogging through doing it myself, rather than asking for the models others have completed. edit: -> For creations sake, tell me if I am wrong.

View PostHeffay, on 11 November 2013 - 01:56 PM, said:

Noesis can output to the latest version of FBX as well. You have to use one of the arguments to do that, as by default it extracts to an earlier version. Not sure if this is useful or not, because I TL;DR;Liked it anyway. :)


@Heffay

As near as I can tell, there is no difference in geometry between 7.whatever that noesis comes with stock compared to the most recent version(2013). Autocad seems to treat just about everything it encounters from other programs(foreign geometry [originaly drama which is fitting given moments of cad rage]) with an equal amount of disinterest and disgust.

Edited by Archtype, 12 November 2013 - 09:34 PM.


#10 Valcrow

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Posted 12 November 2013 - 07:40 PM

View PostArchtype, on 12 November 2013 - 01:32 AM, said:

@Heffay

As near as I can tell, there is no difference in geometry between 7.whatever that noesis comes with stock compared to the most recent version(2013). Autocad seems to treat just about everything it encounters from other programs(foreign drama) with an equal amount of disinterest and disgust.


Really cool stuff, glad you're documenting all of it for everyone to learn/follow through.

I think the geometry issues stem from the fact that the game models aren't watertight solid models... It just so happens that game models need to be exactly opposite in requirement to print models. Interpenetrating, missing faces, clipping. Coupled with the fact that Cad software doesn't like that.

Are you planning to model in the normal map details? I didn't do it for the atlas as much, since it seemed like a lot of the details were already there in geometry, but I had to add a lot to the Jenner.

#11 Archtype

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Posted 12 November 2013 - 09:48 PM

View PostValcrow, on 12 November 2013 - 07:40 PM, said:


Really cool stuff, glad you're documenting all of it for everyone to learn/follow through.

I think the geometry issues stem from the fact that the game models aren't watertight solid models... It just so happens that game models need to be exactly opposite in requirement to print models. Interpenetrating, missing faces, clipping. Coupled with the fact that Cad software doesn't like that.

Are you planning to model in the normal map details? I didn't do it for the atlas as much, since it seemed like a lot of the details were already there in geometry, but I had to add a lot to the Jenner.


I plan to add some details to the jenner, specifically to joints (the large straight slot appearing features) and the grills on the back. A lot will depend on the final build size i will be allowed to take advantage of, as that will greatly limit how details are expressed.

on a seperate note i have run into a segment of geometry that is crashing my system. it seems to be something in the head on the jenners chin. I attempt to join surfaces, which has been working wonderfully to cut out unneeded and clipped geometry and bam, send report to autodesk.

For those in the know the jenners torso is comprised of about 5000 3d faces. This process involves selecting the surfaces in groups of 100-200 and a union on the faces (more specifically, choose union command and then select faces). 30-40 operations for a jenner torse would be rad. Tomorrow i am going to test out the union of this segment on a school comp (suprisingly nice I7 builds). More to come soon!

#12 ShadowLiger

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Posted 13 November 2013 - 05:17 AM

Ok, then instead of collaborating on models we collaborate on processes, maybe even tutorials. I'm pretty new to noesis so I am still trying to figure out how to extract mechs that have dynamic modeling. Anyone know how to get that mech to load properly or to configure that mech?
Ex: Like specifying a Jeager-A with it's missile rack, AC2 and UAC5. Has anyone figured that out?

#13 Heffay

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Posted 13 November 2013 - 05:22 AM

View PostShadowLiger, on 13 November 2013 - 05:17 AM, said:

Ok, then instead of collaborating on models we collaborate on processes, maybe even tutorials. I'm pretty new to noesis so I am still trying to figure out how to extract mechs that have dynamic modeling. Anyone know how to get that mech to load properly or to configure that mech?
Ex: Like specifying a Jeager-A with it's missile rack, AC2 and UAC5. Has anyone figured that out?


Tekadepts spreadsheet version:
http://mwomercs.com/...ost__p__2847283

My powershell version of that:
http://mwomercs.com/...ost__p__2874312

#14 ShadowLiger

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Posted 13 November 2013 - 05:48 PM

Heffay, that is one of those steps I have been looking for. Thank you very much.

#15 Alaskan Nobody

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Posted 13 November 2013 - 07:29 PM

/Pseudo_Troll_On
Someone liking one of Heffay's posts?
Is that allowed? :P
/Pseudo_Troll_Off

Have to admit.... sometimes I would wonder if my above isn't trolling..... :D

#16 Archtype

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Posted 10 December 2013 - 10:07 PM

So school draws to an end I was unable to get anywhere near the amount of work I would have liked to done on the jenner. OH well. The business plan has required a step up in work load and absorbed some of that free time.

Currently there is an enclosure in design for the prusa 8" 3d printed i am purchasing. It will be interesting and *hopefully* cnc milled or laser cut. At least it is being modeled in 3d.

I am also currently designing a new loft bed w/modular desk. I will need some more room come January in 242 sq ft. cottage I occupy. so in comes this:

Posted Image

Posted Image

6'4" of clearance. Designed to fit in the cottage currently (15 ft barn peak ceiling), though will be usable inside of a normal home with only minor adjusments (same foot print as queen size). Adjustable desk and monitor height on french cleets, spots for two hanging chairs (modular space is the best.)

Both projects are giving me some excellent drafting practice as well as 3d modeling practice. The desk is being drawn for cnc production as well. Though at this time it is likely it will be made in a normal cabinet shop.

Happy holiday's if you observe any (i don't) and I'll chat at y'all soon!

#17 Valcrow

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Posted 10 December 2013 - 10:59 PM

Now you just need a 10' x 10' 3D printer. :rolleyes:





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