Studio not reproducing correct model from STL

I’ve designed a handle with different wall thicknesses on certain corners , it’s in a box section design, so the walls are 2 thick in some ares and 4 in another . Then i want the void to have infill in it , but it’s just not working . This is a half section of the part, imagine the top half the same copied and flipped on top

This is what im getting

I think it has a void because the shape is not “closed”.
You may need to repair the model or look for where there is a hole from the outside to the inside.
I think there is an old tool called Meshmixer that can show you where holes are in the contour.

This is the full model, first picture was 10 layers down

See second picture, the first was 10 layers down

Test it by applying Infill 100% and slicing

If that whole entire void fills in with plastic, your model in CAD isn’t exporting its triangle mesh correctly out of CAD

The first image you posted it appears to me as though it is modelled to have the middle hollow. If that is the case there is nothing in the model to be made into infill.

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Imagine a reverse part on top of the one you see, so there is a void going all the way through , that’s what i want to fill with infill

Ok as you can see this is 100% infill at about halfway through the model, but the shape is not correct. No reinforcement in the corners

I think you might be wanting to consider using modifier shapes.

Bambu Studio Modifier Operation Guide | Bambu Lab Wiki

Modifiers can give you fine tuned control over things like walls and infill while allowing other parts of the model be set to default.

Youtube channel Maker’s Muse goes into great detail on how to use modifiers for models in videos such as this one: https://www.youtube.com/watch?v=iziTcOLKfFc His use case is for 3D printed battle robots but I think it can illustrate what I am suggesting very well. (He does often seem to lean on Orca Slicer but most if not all of his examples will work just as well in Bambu Studio.)

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I was using modifiers before , but wanted to have more control, this was with the modifier

I tried creating a simple box to my understanding of how you made this handle. If I made a box with a open top, mirror it to close the object into what appears now to be a cube, and slice that object I have something that has a hollow centre where nothing is modelled to fill.

If instead I create a solid cube, I now have something that slices with infill. I then add a modifier cube to a corner to change the walls. I found that if the bounds of the modifier extend past the walls of the cube that I sliced and saw the effect in your image. However, if I made sure the modifier was just inside the cube then I still have the extra walls but didn’t have the very outside shell effected. [Edit: effected or affected? I should probably look that up instead of just wondering which one I should use]

Can you send a picture of what you’ve done

Yes, but I have a few things to do first. Let me get back to you.

Here, I created a crude .stl shape to use as a custom modifier.

The modifier is intentionally placed too high, and the left side is not completely inside the main body, which causes surface defects. The right side is correctly placed, slightly inside the model.

Frankly, I don’t think the difference in material use or strength gain is worth the trouble. Just increase overall wall thickness and/or infill density.

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Ah i see what you’ve done , clever, this is going to be a mass produced part , so it will save a lot of time and material

How do you accurately position the modifier

i Tried

i tried using support and got this

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Very carefully. :wink:

Positioning modifiers precisely is a pain, which is why I try to avoid them.

The custom .stl should be shorter in Z by a few layer heights to keep it inside the handle. Use the Move tool to find the Z-height coordinate of the middle of the handle. Then Move the modifier, by entering the same Z coordinate via keyboard..
I used a Top view to Move the modifier in X and Y, then used Preview to check the result. It may take a couple of tries to find best location.

Yeah i was trying the same the other day, what a nightmare . I would have thought they would have come up with a solution for perfect placement