Scanning 3D Objects into Virtuality Pt II

We also found there are some limitations to the Artec Space Spider as far as scale in the attempt to scan a species of bee. It appears that objects around the size of a usb or larger are the most optimal for scans. For objects that are smaller we may consider this open source 3D printable scanner rig called the scAnt https://www.thingiverse.com/thing:4694713 .

Once you have a virtual 3D model built from scanning a space or object there are many applications- here we will be discussing how to bring the model into AR, VR and as a 3D print.

To bring the model into AR Adobe Aero supports the following file formats

  • PSD.
  • JPEG.
  • OBJ.
  • GLB.
  • FBX.

 

you can also embed animations for use in Aero

https://helpx.adobe.com/aero/how-to/create-animations-in-aero.html

Recently Adobe published a beta version of the adobe aero app for desktop which allows for simple drag and drop of assets that match the above file formats to create scenes.

You can also build out a scene in adobe dimension and export it for aero via the creative cloud.

https://helpx.adobe.com/aero/using/work-with-dimensions-assets-in-aero.html

To create a print PSU staff and students have access to scheduling in the media commons center (link)

The grizzly bear skulls size exceeded the print area so they were reduced to 82% scale but another method for creating scale sized models would be to divide the model into parts that fit within the printing bounds and then gluing the pieces together. This can be accomplished by spline cuts using the knife tool in Cinema 4D https://www.youtube.com/watch?v=8jXMMF10Voc or in NetFabb using a plane https://www.youtube.com/watch?v=6rostD8O5sg .

There were some challenges with this model where the printer struggled with the hollow spaces and would stall out. Originally we thought modeling additional column supports internally would help the printer to build the interior cavernous areas but they still stalled out after printing half the skull model or else left a gap between skull crown and base of teeth where the eye sockets were ( pictured below).

This issue was corrected by aligning the 3D model in a few different orientations and then checking the slicers interpolation of points, once the still file provided had no gaps the Dremel printers had no issue printing the complete skulls.

In special cases the slicer native within the 3D printer OS software will build support structures that are difficult to remove. A potential work around in special cases would be to use the software UltiMaker Cura which uses experimental tree supports and upload the .stl file directly to the Dremel printers via USB.

Our successful print of the model needed no further refinement and captured many tiny details of the topology of the bone  https://youtu.be/mq19FuQxztg

To bring these models into VR more refinement may be needed as the models are often computationally dense. To reduce poly count from the original scan with 1.3million to 50,000 I used mesh lab tools. https://support.shapeways.com/hc/en-us/articles/360022742294-Polygon-reduction-with-MeshLab

This will create a lower poly more geodesic model where some detail may be lost. Much of the appearance of these details can be restored through materials and texturing (example pores of the bones may no longer be shown but the texture overlay will still display where they were).

Surprisingly no refinement of the model was necessary to load into AR through adobe Aero as loaded into the scene quickly and easily in full detail even over poor wifi connectivity or on cellular data https://www.youtube.com/shorts/2o1KBXtvTeA.

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