Posts Tagged ‘3d scanner’

Scanning without a Scanner, Hypr3D.com

Protoceratops at the ROM by clothbot

Protoceratops at the ROM by clothbot

Several months ago I had posted about a free website service called “My3DScanner.com“.  Basically, it lets you upload a number of photographs which their service turns into a cloud point which can then be converted into an STL for printing.1

Clothbot has been playing with a similar service called Hypr3D.com.  Once you’ve uploaded photographs of the subject from different angles and Hypr3D has worked their magic, you can download a digital copy of your subject as a point cloud, STL, or 3D model in several formats.  A feature I really like is the in-browser 3D model viewer.

Such services don’t (yet) perfectly create meshes, so you may need to brush up on your MeshLab skillz, but they certainly take a lot of work out of the process and it is definitely more convenient to carry your smart-phone-camera rather than a 3D scanner.

  1. Tony Buser provides a summary of his toolpath for doing this here. []
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New York Notables Party – This Thursday, June 30th!

On June 6th a team from MakerBot scanned the head Stephen Colbert and put the 3D model online, but we didn’t stop there. Hackers, bloggers, artists, musicians, comedians and anyone one else we think is notable stopped by our Brooklyn workshop to get immortalized.

Well, the week of the event is upon us! Come see the results, and hear a brief art talk by current artist-in-residence Jonathan Monaghan who performed scanning, digital clean-up, and printing for all of those lovely notable heads.

Thursday June 30th, 2011   7PM-10PM

314 Dean St

Brooklyn, NY 11217

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Colbert Mashups, 28 and counting

The Head of Stephen Colbert

The Head of Stephen Colbert

As a surprise for the recent Colbert Report interview of Bre Pettis, Bre scanned Stephen’s head and asked some Thingiverse users to create mashups of Stephen Colbert’s head.  Within a day the designs started to pour in.  At last count, there’s 28 models tagged with “Colbert.”

What will you do with Stephen Colbert’s head?

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3D Printing with Kinect

 

80 mm tall scan, printed with a Thing-O-Matic

I’ve been working with 3d scanning for over two years now, building my own 3d scanners and writing code to work with commercial scanners like the Kinect. When I started my artist residency at MakerBot, I knew I had to combine 3d scanning and 3d printing. One of the first ideas we had was to set up a 3d photo booth at MakerBot to scan visitors. So I wrote an app called KinectToStl which first launched at the MakerBot NY user group. I modified it a bit based on feedback from that event, and it’s since been fired up for the 3rd Ward Make-A-Thon and Maker Faire Bay Area 2011. Other artists and hackers are exploring the app, like 4nchor5 la6.

I’ve been maintaining a GitHub repository of all the code I write while at MakerBot, and the source is available for download there. If you don’t want to deal with compiling it, there’s also an OSX app available. The project has a few external dependencies that make it slightly difficult to compile right now, primarily because openFrameworks is nearing a release and hasn’t stabilized yet. The source would be most useful for someone interested in recreating this in Processing or another environment.

Once you’ve downloaded the app, plug in your Kinect and start the app, you’ll see three tabs and four sliders.

 

Screenshot from KinectToStl

The first tab is where the relevant options are:

  • zCutoff controls how far away your cutoff plane is, in centimeters. Anything farther than this will disappear into the “background” (flat area).
  • fovWidth and fovHeight control the field of view (or angle of view) multiplier in each axis. This acts like a “zoom” function, and lets you zoom into the center of the scan.
  • stlSize controls the width of the STL file, in millimeters. I generally stick between 60 and 80 mm.
  • useRandomExport is an experimental export option that only works when fovWidth and fovHeight are set to 1. It will attempt to do a more natural triangulation of the model.

Once you’ve framed the subject and have your settings right, click on “exportStl”. This will save an STL file to the /data folder next to the .app. They’re named like screenshots, “Kinect Export 2011-05-25 at 18.21.13.stl” These files are ready to be 3D printed. They’re scaled properly, and sitting flat on the bed. Because they have a high triangle count, they can take anywhere from 10-20 minutes to run through Skeinforge.

The second tab (click in the the second rectangle) is for lighting options if you’re having trouble seeing the live preview. The third tab is for more advanced options. I’ll mention a few:

  • temporalBlur is what causes the 3d model to fade over time, and helps with the accuracy of the scan. It’s like the “exposure time” setting on a camera: shorter exposure is noisier, longer is more sensitive to motion but less noisy.
  • smoothingAmount controls the level of blurring on the model. This can make a visually more appealing or better skeined model at the expense of loss of detail.
  • backOffset controls the size of the backing plane. If you want more layers of backing, turn this up.

I’ve found that the best parameters for printing these models are with 3-4 shells and almost 0 infill. They’ll print quickly like this, and should be fairly structurally sound.

I also recommend playing with the “OSX Kinect Application” posted by CidVilas to Thingiverse, it has a lot more options and a prettier interface.

If you’re interested in scanning an object in a more complete way, I recommend taking multiple STL exports from KinectToStl and doing boolean joins on them after cutting off the backing plane with an intersection operator. If someone tries this out, I’d love to see the results!

All the scans we (myself and MakerBot) have been taking with this app are being posted to the 3dphotobooth Thingiverse account. So if you’ve been to any of the recent events mentioned above, check it out!

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Scanning without a Scanner

Gnome Clone

Gnome Clone

Veteran MakerBot operator Tony Buser has been uploading some pretty cool 3D objects to Thingiverse lately.  The interesting thing about them is that he made them by using My3DScanner.com, a new (free!) online service for converting 2D digital photographs into 3D point clouds.  From there you can use Meshlab to convert the point cloud into an STL.

 

First in Meshlab I load the point cloud, delete the points I don’t want, then goto Filters -> Point Set -> Compute normals for point sets, then Filters -> Point Set -> Surface Reconstruction: Poisson (set octree depth to about 9 or 10), then export to STL.

Then import the STL into Blender, chop off parts I don’t want, maybe fill some holes, re-align it so it sits on the platform right, add a cube and do a boolean difference to give it a flat bottom, sometimes I also use Blender to flip some normals that are backwards.

Then I load it into Pleasant 3D and resize it and/or center or reorient it some more.

Using My3DScanner Tony uploaded 30 pictures from his camera phone to create the above gnome clone.  Awesome!

Who is going to be the first person to create a 3D image of Mount Rushmore using this system?

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Set iPhone to SCAN!

 

Terrain?
Terrain?

Trimensional, an iPhone app for creating 3D scans, was just released!

The latest version of Trimensional, the 3D scanner for iPhone, has just been released.  For the first time ever, you can scan an object using your iPhone and immediately export a printable STL file via email. Within seconds, you’ll go from 3D scanning to 3D printing with no manual clean-up required.

Trimensional even has built-in methods to smooth the geometry of your scan and to ensure the exported model is made watertight by placing a closed rectangular back on the scan.  Enjoy!

What would you print if your iPhone could scan ANYTHING?

 

Trimensional

Trimensional

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MakerBot User Group New York!

Thanks to all the MakerBot Operators who came to the Botcave last night for out MakerBot User Group New York meeting. We had a blast meeting all of you, hearing your MakerBot experiences and sharing pizza and LEDs!

MakerBot users explored the Botfarm and were 3D scanned and printed with Kyle McDonald’s 3D Photo Booth.  Highlights also included a MakerBot user show and tell, and a demonstration by our first artist-in-residence, Marius Watz.

Stay tuned to the blog for future MakerBot User Group events!

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3D Design 101: Gridding the Six Views

The Six Faces of 3D

In a previous design tip for creating models using 3DTin, I briefly mentioned a low-tech hack for gridding up a source image in Inkscape so that you can more easily eye-ball what you are doing within your 3D design app. I feel it is worth mentioning this again to show how I’m using this technique right now for something far less 2.5D than the Mario Cloud pendant I was making at the time.

“Gridding up” an image (ie marking up an image with a ruler or line tool) for orthographic, 1-pt, 2-pt, or 3-pt perspective offers a designer a tool for analyzing cues for depth, profile, and placement: a rather old trick frequently used when generating technical and architectural drawings where the measurement of component parts is the key information. Gridding plays a particularly important role in computer visualization where moving the camera position within a modeling environment is now possible (even probable). How will the model skew when seen from this or that angle?

While there has been a lot of discussion lately about the need for an accurate, inexpensive 3D object scanner priced proportionate to a MakerBot printer1, here is a low-tech technique that will help you get to work modeling while other folks are pouring their energies into clever solves for single-angle point-cloud generation or the construction of elaborate tracking/capture rigs.

When you model an object from real world2 you can move the camera (yourself) around the object and see it from multiple perspectives. (Or turn it around in your hand.) While many 3D modeling apps allow you to move the camera anywhere around a model both possible and impossible in the real world,3 these apps also tend to have options built-in to lock your camera perspective to right angles to the model on the X, Y, and Z-axes. This means that you can typically use quick key commands to move to each of the “six views” (think of a 6-sided die) in turn: X+, X-, Y+, Y-, Z+, Z-.

Well, rather than pulling out a protractor, a graphic calculator, and working out the math for gridding up a photo from a single perspective so that it contains all of the information you need to model it, you have the luxury of capturing the six default angles in the real world extremely simply (ie straight-on with much less attention to skew) and marking over the image an orthographic grid and the additional notes you need when considering your model from that locked view. By using your reference sheets and switching between the six angles, you can very quickly create a baseline for even an incredible complex model. And once you have a model that fits essentially to each view, you can better put your efforts to the tweaks, deformations, texturing, carving, and other techniques that will help you reach your goal for the project.

Centimeter Gridded Coffee Mug (Annotated)

And how is this for a low budget 3D scanner? If your object is small and not terribly heavy, you can place it right onto the bed of a scanner or photocopier and grab a photo of each of the six views. To instantly generate a printable grid in Gimp go to Filter > Render > Pattern > Grid for a really powerful/tunable grid filter. Is your shape not a cube? No problem! Use bags of dried beans, string, or other no-fi support to position the model so that it is where you want it. Did you lose part of the object in a drawing due to support? No problem! You can write down or trace over the image with any additional information you need that is obscured from that angle.4

If you have a more permanent place to setup a rig, you might try setting up a camera at a fixed height over a table and grab your references this way. As the topmost surface of the object will likely be at a different height from side to side, you might take a queue from Marty and Amy’s Nickel for Scale project, placing a common object such as a nickel on the top of the object you are referencing so that you can rescale each perspective reference to match the known dimensions of the reference object to adjust for the differences in height.5

This method is not perfect — i.e. it still depends on your skills as a modeler to move from the simple shape to the completed part — but it has a nice high-proportion of useful data to noise that can actually be an advantage over analytic scanning tools that have difficulty differentiating what details are important for the model.6 What is the essential form and what is texture or light scatter? Your eye will tell you far more quickly than your tracking/scanning algorithm. When you get comfortable with the six-views method you can go from zero to basic model fast enough that you can target your modeling attention to specifically what you want out of the model instead of fighting with simplifying a messy points cloud.

  1. Taylor’s MakerBot 3D Scanner kit is an awesome project for grabbing depth cues from a single view of an object at a time, and pretty much a killer 2.5D machining app. []
  2. Or exists in the negative, i.e. you know where it should fit! []
  3. and even simulate any lens type you can dream of []
  4. Try throwing a towel of a color in contrast to your part over an open scanner or photocopier to make sure you capture all the way to the edges of the figure []
  5. There is also the “prop on books” technique where you mark a standard height on the legs of a tripod and use books and magazines and other at-hand shims to raise the object to match the “reference height.” []
  6. Similar to the expressive advantages of a drawing or illustration over a photograph. []
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3D Printing, Minority Report Style

At the “IF … Innovation Festival KortrijkDries Verbruggen demonstrated his virtual pottery wheel1 and what appears to be a RepRap Darwin2 with a clay extruder to create physical models of virtually designed pots.  This video is just so brilliant!

Designguide.tv interview from Unfold on Vimeo.

Besides the super awesome Minority Report style virtual display design interface which puts Sketchup to shame, I love that the pottery wheel is basically a perfect analogy for the design “limitations” of a MakerBot.  (I say limitations because it turns out the “45 degree rule” is more of what you call “guidelines”)3

Sometimes when people send me design files to print they contain overhangs that are totally unprintable without a support structures.  For someone who hasn’t actually used a MakerBot-style 3D printer it takes a few tries to really “get” how it forms models.

Verbruggen’s virtual pottery wheel appears to strictly apply to the “virtual clay” whatever impression you make upon it – allowing you to make pots that aren’t printable.4  However, there’s no reason why the virtual display couldn’t make use of a simple physics engine to have unsupported clay structures fall – just as real clay would on a real pottery wheel.  I have a feeling interacting with the object as it is being formed and receiving immediate feedback if there’s a structural defect is the kind of thing people would just “get” intuitively.

  1. It appears to use a green laser as a 3D scanner to detect the position of your hand and apply an equivalent force on the virtual clay. []
  2. The Godfather of the MakerBot []
  3. Thank you Captain Barbosa! []
  4. You can see several such models projected on the wall behind him. []
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Printable EVERYTHING!

It may be harder to print a unicorn on this printer...

It may be harder to print a unicorn on this printer...

I love seeing printable versions of MakerBot parts.  Tmophoto just uploaded a printable version of the brand spanking new Unicorn.1

What other MakerBot parts can you print up with your own MakerBot?  Oh, nothing much, just…

  1. Photo courtesy of gis []
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