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craigotron's avatar
craigotron
Honored Guest
12 years ago

Performing multiple boolean unions simultaneously

I've been trying to teach myself some 3d modeling basics with Blender so I can import meshes into my VR sandbox. I've found it pretty straightforward so far, but the next step in my plans is being met with some resistance. I'm trying to unify the meshes and make them watertight so they can also be 3d printed, and I'm finding the process to be both tedious and unreliable.

Do any modelers out there have any good tips for how I can quickly/easily/reliably unify hundreds of meshes at once? It doesn't necessarily have to be in Blender. If some other piece of software excels at this, I want to know. Any help would be greatly appreciated.

Some additional info: I run a site where people make cartoon characters from some simple online tools. The results output to svg files. I've been extruding the curves, converting them to polygons, at which point they import into Unity just fine (actually, I think I can even skip the polygonal conversion and import the raw, extruded curves). The process is slow, but the results are actually kind of charming. Then, the next step is performing boolean unions, two meshes at a time. This process is also slow, and after half-a-dozen attempts or so, it still has yet to produce a viable mesh.

I'm hoping one of you has traveled this path before and emerged victorious. If you have, or if you have any ideas you think might help, please let me know. Thanks!

3 Replies

  • Download a trial of 3d-Max 2014 and give Pro-Boolean a try.

    I do get the chills when you mention booleaning 100s of objects though! .. In general after your 7th operation you should be ready to get in there and fix up the geometry, patch holes, flip normals, etc. Things can get unpredictably hairy depending on the integrity, complexity, and angles associated with your geometry..

    Collapsing the stack every few operations might make things more predictable.. Also doing things sequentially as opposed to simultaneously usually yields better results.

    If it's just unity we're talking about, just attaching the mesh files might be all you need to worry about.. nobody needs to know what actually lies inside..;)

    Outside of that, you might want to creatively think of another way to make your object that doesn't rely on so many booleans..

    AG
  • Thanks for both suggestions. I'll check them both out. Much appreciated!