Hello,
I wanted to give Fuzzy skin a try on a cover I made. I selected “Contour” since I only want this on the outside. However, due a hole I have in a wall, the Fuzzy somehow wraps through the hole also to the inside, just on the z-height where the hole is. I would consider this a bug or is it a known issue and some workaround existing?
Could you resolve it by adding a modifier overlapping the area of concern disabling fuzzy skin on the modifier?
Good point, I just tried, but didn’t help.
Ever find a way to stop this? I am dealing with a same problem and not finding any answers online. Modifiers do not help when plugging the holes.
This may be stupid and everyone hate me for it…
But plug the holes then drill where you want them?
Of course this varies with each model and whatever but maybe you can even like make a mark where you want to drill and stuff.
I didn’t find a way but since I just played around with fuzzy skin and didn’t actually need it, I printed my models without it.
Drilling a square-shaped hole is not fun. As less post-processing as possible is usually preferred.
I need a fix for this as well. Anyone find a solution? Thanks!
I have to agree, this is very irritating when the Contour form the outside comes into the inside. But mine go up and down the entire inner walls. Drilling holes is not the right solution for everything, and in TPU, it would be a mess.
So, I created an issue on github for that: Fuzzy skin also on inside when selected “Contour” · Issue #6591 · bambulab/BambuStudio · GitHub
Let’s see when/if it’s going to be addressed.
Thanks,
ER!K
I have a hollow object, with a simple springy mechanism inside. I hoped that a blocker over the mech, set to not fuzzy skin, would leave that smooth, but since it is inside the fuzzy skinned object the mechanism stays fuzzy, unless I’m misunderstanding how to use modifiers.
I also tried a modifier on my model but it didn’t help as well.
I think, if the ouside shape was simple, then may be possible to select it with, say four modifier cubes, avoiding the inside mech. Then set the whole thing to ‘no fuzzy’, and the four modifiers to ‘fuzzy’. A bit messy, if it worked.
I made four modifier cubes, and sized and spaced them around the object. However, it was necessary to avoid the top and bottom layers, since the modifiers were sliced individually, giving ‘join lines’ if above the top layer of the object. I then succeeded in only have the outside as fuzzy, by scaling up my original object, then differencing a scaled down version, then loaded that as the modifier. It was not easy getting the scaling correct, to avoid the internal mechanism.