Hey, I’m Alec. And today I’m gonna show you how to turn this model. It’s a dual extruder model. Warm or fritters are coming out that can do dual triple or even quadruple to maker 3 which has one nozzle below the other always, so there’s no sort of oozing or smearing of colors, or you have something like BC, MPD, or maker gear printers, where there’s independent x-axi’s so one comes in. Does the color goes away? The other moves in doesn’t color this way. You also prevent that losing experience, but then, of course, there is the fairly standard way we’re both nozzles are at the same height, which could have som’s losing and smearing of colors get little red and white versa. What you can also use the mosaic palette plus to take for filament in and take it out as one, so you can use it on a single nozzle printer with four colors. But how do you actually design a part for dual extrusion? There’s different ways to go about it. You can either design it from the ground up, and it’s all works. Fusion 360 blender. Tinkercad and there’s different ways within each program on how exactly to do it, but today. I’m going to talk about how to do it with a model, but art exists and convert that into the dual extreme on. Let’s do that. We’re gonna need net. [MUSIC] The Stanford Bunny is a 3d model that was designed to test 3d renders, but it also works as a decent calibration print, so we’re gonna do most of our work within the repair menu, which is the little red plus at the top. And within this, you can do all sorts of mesh modifications with either extruding or changing where things are and if you select just the triangle at the top, you select one triangle at a time if you hold ctrl and drag, you can select multiple triangles or if you click on something you’ve selected and drag, you can deselect that, and you can also just click one at a time to manually select each triangle. It’ll also select surfaces, which will try and select one full surface that ends at a harsh edge. So you can see that it detects you had the entire flat bottom and then will actually curl it around because it’s not a harsh edge right there, but towards the front, it’ll select just this small section of the feet. There’s also select shells, which will select the entire shell and in this case since there’s no holes with the model, it’s an intact model. The whole thing is selected now. If we leave part repair, we can come back and duplicate the model, and we’re gonna want to not arrange the parts now. This is really useful in other cases, but right now we want them to stay in the exact same place and not separate from each other. I’m gonna rename the first one into Color 1 and let’s rename the second one to Bonnie Color 2 so we’re gonna make one of these the first color and modify the second to be the second color. So then we’ll go into the part repair and we’ll start selecting the body for Bunny Color 1 We want to leave behind the head, so we need to go through and select everything we don’t want. In this case, the body use these select services or deselect triangles for a little more control. Once we’re happy, we can just delete and then from here, if you turn the head around, you’re gonna see that there’s a hole with the neck used to be because there used to be faces that would hold it in place. You can just go into the actions tab and click trivial for small holes or all for something big like that now with the second one, you want to go through and leave the body behind so we’ll select just the head using the select surfaces to get most then come back through with these select triangles to pick up the rest. And you want to make sure to zoom in and check for any triangles. You may have missed because it’s possible that there is a very small one that will just end up floating in space there. Once you delete at all, just gonna cover the whole apply. Remove old part there we go, You’ve got a body a head and you can see that they’re different colors, which means they’re different models, they’re different STLs, so we can even go through and use net fabs cut through Z Tool and pull it up and see that there is a clear line between where each body part is so this model is now ready for dual color 3d printing. Now here we have. Phil Phil is a high poly model which means he’s got 170,000 triangles, which is gonna make it a little more difficult and strenuous on your computer to be able to work on it, but it’s completely doable so you can take things like his logo. The toe caps the gloves. The visor, the vents any sort of feature that you want to be a separate color, we’ll need to do the same thing and make a duplicate model for each individual part now. I do it this way. It’s just a little easier to work with, but we’ll make one duplicate base fill, which will just be the original, so we don’t mess with it, and then we’ll make the duplicate be chest logo from here. We can go into the repair tool and use select surfaces to select the faces at the back of the logo, and this is just make it easier to delete some things because we’ll select these inverse with the green and blue triangles and delete, then we’ll come back, select these faces, click extrude and we want this into the body, so we’ll do a negative one point five millimeter extrusion, and sometimes what can happen is it can mess with the faces and make it negative, but if we right, click and flip triangles, it’ll seal it up and it’ll be a lot easier to work with apply. And there we go now. This chest logo is gonna have some problems if we subtract it from fill because it has some faces that overlap so we’ll duplicate it and modify the duplicate in the part repair tool again, but first we’re gonna rename it to chest logo removed, so we don’t mix up which one we’re trying to work with, and which one we’re trying to subtract or add to each other. Now that’s renamed, We’ll go to part repair now in here, we’re gonna do the same thing with an extrusion again, except this time, rather than extruding into the body, we’re gonna select the front faces and extrude out of the body and it doesn’t have to be far point. Zero one millimetres, one millimeter. Really, you just needs to be a little further out from the model than the original was and you can see now that there isn’t that sort of glitchy texture. It’s just the logo there, which means that if we take the to go into boolean. And if we click on the part we want removed. Which is the chest logo removed. It’ll move it into the right column and turn it red on the view from here, we can remove it with the red -, but we want to make sure that the remove original parts is unchecked and that will give us more control of the models and not just have them permanently adhered together. Click the Green Checkmark to apply. And there we go. I’m going to turn off a couple of different models, so we can see clearly that we have a chest logo here and the purple is the fill with a deeper cavity cut into it to accommodate the logo. So there we go, We have a dual extruder to fill ready to have the logo and a separate color. But if you want to do something like the gloves at the toe caps, you can’t exactly do the same thing. Just because of the way, the contours of it kind of intersect with each other, There’s a different way you have to go about it, so we’re gonna go through and duplicate the base fill again because this is the one we’re gonna work with and rename it to just toke apps, so that’s the only feature we’re gonna focus on with this part and we’ll go into part repair, use these select surfaces because it does a pretty good job at selecting the different parts that you want and zoom in a bit select, the smaller faces that you might not see like the very small lip here, and you want to be careful when you’re selecting that you don’t miss clique because what’ll happen is it’ll like a different part, and there’s no undoing the selection. You just have to start over again and start Reese, electing all the different faces, just like what happened here had to go through, Select the toe caps like the little bits of a lip and try all over again. Now, once they’re all selected, we’ll do the inverse again. We’ll delete it and there we go we’re left with just the toe caps, No other geometry, so we can work with these a lot easier. We’ll go back into the extrude tool ice, a little select bow first extrude and rather than just a regular extrude, which if you try to pull it into itself it like its removing parts from the model. It might actually go into the part You want like you can see that small lip on the side there, and it can get a little wonky doing it just that way, and if you pull it far enough into not have that occur, you get a weird shape that is trying to print with which may not work with the geometry of the part, but with 3d extrude, we can pull it outwards or inwards a lot easier, but you don’t wanna go too far, because then things get really weird. Now you can mess with real extrusion or thickening, smooth, improve to get what you want. What moved parts? What move points actually does is it will shrink the entire section inward? Depending on how many millimeters you select move points, just pull everything in when – whatever, but with thickening and a real extrusion, it will make that part thicker, however, you may need to play with the settings or even do some cleanup work afterwards because you can see here. There’s an interior to the toe cap the next terior, but between the two, there’s a weird trench that it kind of made, and so that’ll take a little cleanup to work with. You can undo try some different settings when you do the extrusion and just kind of play with it back and forth to get it to work right in my case, what I found worked best was to use the select surfaces tool and to actually go in there and select all the different faces that consisted of that trench and then deleting them and this gave me a more control over how I wanted that shape to actually be and using the different repair features within that fab to just make the mesh the way. I wanted it. Now, once we have it deleted, we can go back in and try to do the repair and it didn’t work again so like. I said little playing with it. What I actually did here was I used the add triangles tool to drag across the gap and by doing that, it helps give netfabb a direction of how it’s supposed to close that hole because it’s trying to bridge between various triangles without a lot of direction, but by doing just this one thing, adding that one triangle between the two sides actually is a big help and trying to create a usable part If we go and close the holes now it’ll take a second to think of how it wants to do it, but it’ll go through and actually cover up that entire trench and leave it perfect, there we go. We can apply the repair. Remove the old part and we have the toe-caps, but like before we need to go through, Take the toe caps 3d extrude them outward just a little bit, so we have something to remove, and then we’ll go in and delete them, so we have all the different parts once removed from fill so well. Click the logo. Remove the toe caps, remove. Click the red -, give it a second to think, and when it’s done thinking, we can go ahead and click the green checkmark and there we go, you can see his toes look a little weird Because toe caps have been removed, but now we have two separate parts for dual extrusion. We have the logo and the toe caps, which we will combine into one mesh and then we’ll have fill with his weird-looking toes and the deeper logo. And you can just repeat this for every different feature you want. [MUSIC] That’s it and this is the method I use for making dual extrusion monies, But I’m sure there’s many other out there, and maybe even something better that works for you, but in the end. I hope that this is informative. It gives you an idea of how to take any sort of 3d model and make it better with dual extrusion. Don’t forget, stay tuned for more episodes of how to timeout format of hackers. Thanks for watching. Thank you for watching if you liked that. 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