blender stl scaling
Thanks! Blender can't assume things just because it fits one use case. This article is free for you and free from outside influence. I don't care how it's treated during import as long as I can put it into correct scale in blender and have the same scaling in viewport and output file. Carsten. In 2.8 I have to change the scale to 1000 before export (it’s a bit boring do it every time). I need to be able to scale meshes imported from Blender via .stl⦠I will take a look at this tip. Considering that the default cube in Blender is really only 2cm^3, that means the viewport is zoomed in by 100 if we compare it with UE4 standards. OK, so here is the main issue: STL has no unit. When opened in Cura it needed no scaling. (I also applied all scalings on the object before). For example scale the scene scale to millimeters. It would be really great if the 3D Print tools Add-In that ships with Blender (Since 2.6 ish I think) had an arbitrary scaling factor. If I change the scaling to 1, the export is in the right size, but the object is suddenly 200m big in blender instead of 20cm... And I can't get it back to that it shows the correct dimensions in both cases. Setting the default units to mm should definitely not be default. Select File > Import > STL and find the STL file you just saved.. With your file selected, click Import STL.. Now you should see your meshed object. Since you expect your STL to be in millimeters, this was working "by chance". Also, when you export to STL, scale is not included. You are obviously not Wirkung with it! I changed the value of “Unit Scale” and the exportation works. Set the scene to scaling of 100 in Blender, Select the object and also set the export FBX option scale to 100 as well. However importing STL there are often scaling issues. My 2.8 default: https://snag.gy/QCOEXH.jpg. Scaling objects with constant wall thickness for 3D printing. That's why it's important, that the model has already applied the scaling to it when it gets exported imho. Because of the extensive use of OpenGL (and some rather old versions of it), Blender often uses parts of the library that other programs may never touch. I work in metric but I expect it would be even more handy for people working in imperial sizes to automatically convert to millimeters. Good idea. There are bigger printers out there too. I've been working on some 3d printing miniature sculpts for D&D using Blender, and since my slicer of choice is Cura, I decided to spend some time to really get to know the scaling between the two. Broken: 2.73a When I exported the file using Blender 2.8 "File/Export/STL" the size was fine. Most things I get are calibrated from technical engineers, ending up with 1 BU being 1mm or 0.1 mm. Opening STL files. But why? Editing your STL with Blender. It is the correct behavior, because Blender assumes default unit of STL file to be meter, hence a millimeter cube will have coords like 0.001, this is expected, normal, sane, correct behavior. (Thanks Takeshi for providing this under CC-BY-SA license) Import it into blender using file->import->stl; Scale the model down to a managable size by pressing "S" key and typing 0.01 followed by enter. Don't try to explain why it does not work, just make it work! Having a plant then with 15m length ends in a length of 15.000 BU. Once and for all: STL has no unit. But if I use any other scaling it get's wrong with or without button on. Iman not See, how you can say that this is Vorrecht behaviour! I tried to export and import stl and to me nothing seems changed... 1 blender unit is still exported as 1 stl unit (irrelevant of the scene scale setting) so it's unclear what this patch did... Is there documentation about it? Blender is a powerful, free, and open source program that enables you to effectively âsubdivideâ (into multiple polygons) and smooth your model to achieve the desired 3D printed surface finish. Consequently, each application exports STL files in its own, default unit. The result is always correct when a scaling of 1is used. I use the default with 2.8. Custom scaling for imported STL One workflow item I seem to be doing quite often for 3D printing (or at least want to do is): Find some model I like on thingiverse or similar (or I may make my own in Blender or similar) Cura will show you a nice blue checkerboard space which represents the build plate / space on our 3D printer which will help you in seeing if your item is too large, too small, etc. That's no explanation for that... From what I can see, changing the scale of the scene to 0.001, makes the grid larger which visually implies that the data is already at the unit specified by the scene settings. I know that 1 Unreal Unit is 1cm, but in blender how would you make it to where in Blender 1 BU is 1cm. say no or yes, same process as is for import of IGES/STEP. Any workarounds? This means no extra multiplication is needed during exporting. batch mod should be scene. A person who keeps track of it? Not sure why the difference. Can you try changing the setting to see if the result is fixed/changes? If you want an STL file with (implied) units as millimeters, then you have to set global export scale accordingly (1000). It is the correct behavior, because Blender assumes default unit of STL file to be meter, hence a millimeter cube will have coords like 0.001, this is expected, normal, sane, correct behavior. Yes. This is tricky subject matter... it is more arbitrary/personal than you'd think. Simply enabling new Scene Unit option when exporting should work hereâ¦, Hello! Doing the happy dance. The only existence right for this button is this function and it does not work! Previously, scene's scaling (aka scene units) was not taken into account at all, so a 1BU object was always exported as 1BU, disregarding actual scene unit. Applying scale in Blender is a big mystery to many Blender users. Here you can find Scale 3D models ready for 3D printing. I have to agree with Bastien after some thought. This is unexpected behaviour and confuses users, either take the f... button out, if it does not change anything or make it so that it ends in expected results! Import the STL into any other program (not Blender) (I'm using PrusaSlicer for 3d printing), and notice it is at 1/1000th the scale. If I import the STL back into Blender, the scaling is fine. Did you try messing with the actual scene scales ? A friend of mine gave me some STL files of something he would like me to print. User has to define itself which unit he wants his STL to be in, and set scaling accordingly. I found a new way to scale STLs in FreeCAD where you donât need to use the Python console. Scaling from Blender 3D to Unreal Engine 4 03-04-2015, 12:27 PM. It would be really great if the 3D Print tools Add-In that ships with Blender (Since 2.6 ish I think) had an arbitrary scaling factor. As I said before: Why the hell is it there, if it does not do anything? Until now, I've changed the World scaling to 0.001 and metric for constructing of printable objects, which always gave correct results, when exported via the 3D Print Toolbox! All the STL files I have downloaded from the Internet have been to the correct scale so I assume other applications have been able to get a more user friendly output. It would be a useful feature if Blender had an option to honour the scene scale settings and convert to a given output unit. I don't know the original intention of the feature so I will leave to Bastien, but reopening. I tried the 25.4 x 25.4 x 25.4 and that seems to work, but for the future, I would like to be able to just upload the file without screwing with scaling. There's quite a lot involved... scene units.. rendering (cycles), the view/grid, import, export. Worked: before 2.73, Short description of error Thanks everyone for the assistance! If I export the STL at scale: 1000, importing into other programs/slicer is the correct size, in millimeters. So that you do not have to fiddle with it. Sorry guys, you may hate me, BUT: Solved: Hi! So if you want your STL data to be in millimeters, and your sceneâs uses that unit too, you have to either: In any case, thanks for the report, but no bug here, just stupidity of STL formatâ¦. He put me in touch with the designer and he advised using NetFabb to fix the scaling or wait til he gets back to me with the corrected files. Ask Question Asked 3 years, 8 months ago. How to edit and repair STL files in Blender. I am using the STL files with Cura for the Ultimaker 2. Blender start up defaults to âBlender Unitsâ with no scale. To accurately measure in Blender, while in edit mode go to the overlay menu in the top right corner. Another huge topic that needs accurate measuring is architectural visualization and that is an area where Blender really shines. @Bastien Montagne (mont29) probably one for you? If you want the data to be expressed in millimeters use the scaling factor in the exporter. How to edit and repair an STL file with 7 free STL editors: FreeCAD, SketchUp, Blender, Meshmixer, Meshlab, 3D Slash and SculptGL. Thatâs all. It is easiest to not set any scales in Blender. 1. You can delete it by placing the mouse cursor above it and pressing the 'Del' button. Taking a 3d model from 100% to 75% or even upscaling to 125%? Sorry, but no that does not work. Is there a unifying theory behind how Blender handles this? That's a bug not a feature in my opinion. I don't understand what the problem is, you can either disable scene units during export or just set the scale to 1000. Step 5: Insert>Features>Scale Step 6: measurements before scale Step 7: measurements after scale Complex. How to measure in Blender? if valid. Either save your existing work as a .blend file (File ⣠⦠Blender also wasn't developed with 3D printing in mind, but it's still possible to edit and repair STL files in the software. I can see the code... but there's no real clear explanation. Best regards, That is, the format does not define any default unit, and it does not embed any information about used one either. Add a decimate modifier and ⦠Just assume that this is mm and you are good to go. 2. I do not care about what is published, I care about correct behavior, which is what we have now! Blender is an Open Source 3D suite that you can download for free. System Information Blender can export to STL, which is a fairly standard file format for 3D printing. Blender uses OpenGL, an accelerated 3D programming library, for its entire interface. The Cura software assumes that STL files are in millimeters (I have been exchanging comments with their devs.) It seems to FINALLY (just tried in 2.76) be working. If I do not do this the model is out of scale. Purchase and download 3D models, stream and print with your own 3D printer, or buy 3D-printed product - ⦠For Blender, it happens to be meters. So unit scale was the solution and somehow this solved the errors also. Win 7, 8, Mac OS X (not related to system), Blender Version Check selected objects. Export STL scaling / World scaling relation broken. Step 4: To import diag. When I open them in Cura, they are extremely small (like 1.3mm) and should be much bigger. Take the starting cube and change it to be 10 x 35 x 25 and you will get an STL file with those exact dimensions in mm. No, this is no way correct behaviour if a button does not do what it's supposed to do! Also when I exported the file using Blender "3D Printing" module with the option "Apply scene scale settings on export" disabled the size was fine. And I don't care about your technical explanation why it currently does not work either, because it is not relevant! I am also experiencing this as Blender thinks in terms of 1 “Unit” = 1 Meter and Cura thinks 1 “Unit” = 1mm. This is a solidify algorithm which can handle every geometric situation to guarantee a manifold output geometry. for our printer. I might see if my Python skills are up to suggesting a patch. How and why do we apply scale? Open>Select file type as STL Step 2: Select options Step 3: Import as>Solid body , you can also select units in which the part was made actually. Blenderâs interface is weird or glitchy. But why did it work correct in previous versions then? It is free to download for Mac, PC or Linux. Finally a Blender >2.72 is usefull for 3D printing modelling. If you purchase using a ⦠Not too long ago Blender units were exactly as STL units... Not directly related to 'real world' units at all... Until the scene unit settings were added (and cycles makes some assumptions too I think). Scaling an STL in FreeCAD. I don't know how to export in MM from blender. To keep things this way, we finance it through advertising and shopping links. That way regardless of what the STL format does or does not include, end users can set a scale that works for their models and their 3D printer without having to fiddle with the manual export settings (which are not reflected in the extra 3D Printing tools which also has an export button!). Posted on September 13, 2016 by Angus. I've tried it several times in different ways. Looks like reporter expects that the setting in the scene is the setting blender exports at but that is not how it usually works with exporters, rather we make sure to export at the base unit (which is meter), so scaling is correct. Setting the scene scale before adding/importing an object (for example an .obj File) or afterwards, enabling the "Use Scene Scaling" option and disabling. Does anyone have any recommendations on a good way to scale a .stl file? This would be correct behaviour, nothing else! Well ,change that accordingly in an empty scene and save it as a startup scene maybe? But my workflow is not like on 2.79. After opening Blender there's usually a default cube present. I filed a same bug but it was never looked at like this here. Download the stl from thingiverse. This algorithm is able to solidify shapes like Möbius strips, Klein bottles, architectural wall layouts and many more which the Simple Mode isnât able to do. Why is there a button to use scene scaling when it has no influence on the export on what 1 BU is?? How Blender deals with it internally and when connected to the outside world. If, instead the purpose of the scene setting is to set the correspondence of a blender unit to a metric/imperial unit (which would have been simpler imo), then viewport scaling of the grid should not occur. Most 3D artists know that when a tool isnât working as intended, you apply the scale. I use Blender to create models and export them in STL format to be used on Repetier Host (3D Print). In object mode, you select your object, hit âctrl+aâ and select scale. Scale 3D models. Exercise: Exporting an STL. Active 4 months ago. No matter which slicer I used afterwards. Again (and again, and again), there is no way to get an automatic correct behavior in all cases, due to STL files not conveying any scale info. To the reporter: are you using the new option in the exporter to use the scene's unit? In case of millimeters, I set it 0.001. https://snag.gy/bqJyK4.jpg, Powered by Discourse, best viewed with JavaScript enabled. Viewed 1k times 3 $\begingroup$ The question is how to scale an existing mesh without changing the thickness of the walls? I just have it set to "metric" as I assumed RH would be able to figure it out in those terms. Lithophane Using Blender: This is NOT an Instructable on how to create a lithophane using Blender from scratch, it is simply instructions on how use the .blend file found in this Instructable to create your own lithophane.I am assuming you have some basic Blender skills to b⦠Thanks, Sure, it should help until this is fixed (if it was broken, not sure). As explained, previously this worked by accident mostly. You are pretty much limited to the following actions: Scaling (The entire model along three independent axis) Breaking the model into parts/chunks; Mirroring or Rotating the object; Skewing an object (twisting) Even the last action requires a 3D CAD program. This section demonstrates the changes that occur to a mesh when exporting and re-importing an STL. Best regards, I know that STL files don't include a scaling! To raise an old topic but I had the same experience this weekend. If itâs 1 by default, but can be set to 1000 so it can output the STL file (Which is unit agnostic by design) in whatever scale is required. I understand that it is not fitting to every case, but isn't this one more reason that you should be able to change it to your needs? Henceforth, there is no 'correct' or 'incorrect' scaling when exporting. From the above I assume that this is not documented anywhere for the STL spec. See the scene pane. Also pressing
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