Finding curvature of a scanned object

Hi! So I am relatively new to the Revoscan technology. I have recently been scanning boxing gloves. Now that I have that completed, I am trying to find thr curvature of the gloves at various points using the Revoscan technology (ideally). If anyone knows how/if it’s possible to get these numbers within the Revoscan program directly, please let me know and any help is greatly appreciated! Also, if it’s not possible to do, does anyone have any suggestions on different ways I could go about solving this problem? Thank you so so much!

Hi!
Revoscan is (for now)“only” a pure scanning and meshing software. For postprocessing you need other software.

For you task I would advise you to try Fusion 360 - there is a free version of it.

Normally you import your mesh (stl, obj,…),mostly have to reduce thepolycount for better performance (you can reduce polys in Revoscan prior to importing in fusion 360,too) .
You align the object to your likings and then using mesh sections you “extract” cross sections of the mesh in the plane you need (as splines) to use it for further reverse engineering in fusion 360 or exporting as dxf or dwg-file for use in other software.

there are many videos on youtube for that. let us know if you have further questions.
cheers

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Hi @ivan
Could you point to some of these youtube videos?
Thank you

Hi!
you are welcome🙂

such a workflow is explained and shown e.g. here

Let me know if that’s what you are looking for.

cheers

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Do you normally have to reduce the mesh size to import it into Fusion ?
I was teaching staff from a business yesterday and they were experiencing all sorts of problems working with Mesh in Fusion 360.
I use Rhino 3D, it doesn’t have any issues with large pointclouds or Mesh.

Hi! Fusion is notorious for having problems for bigger meshes, so yes, I advise you to reduce polycount as much as possible still having all the data for reverse enginnering. I like to use Instant Meshes for that.

Hi Ivan

I read documentation that Fusion uses triangulated meshes behind the scene even if you see totally different type of model on your viewport, even quad model or solid model .

That may explain why it choke on bigger triangulated meshes .

Many software uses completely different formats than we thinking , even Zbrush , you think you edit 30 million poly mesh in your viewport but in reality you don’t .

Hi Cath

Thx for letting me know, I didn’t know about that and it would definitely explain the performance issues!

Zbrush is in a league of its own handling high poly meshes, very clever how it does that🙂

Yes that was s long time mystery how Pixologic do that in Zbrush allowing smooth sculpting on that huge models using just simple CPU and not heavy GPU at all .

The illusion was great , still is until today but others followed .

I was very surprised that Fusion used triangulated meshes behind the scene for the engine and what you see is another graphic illusion, probably vector graphics .

Very clever , but also explains a lot why so many users have issues handling imported heavy models .