I might just be an idiot here, but if I wanted to lift a object off the bed on the Z-axis, (floating in midair) how would I do it without having it snap back to the bed? I can’t seem to find the settings.
I don’t think it’s possible to have an independent object not resting on the build plate. Such an object could never be printed, so the slicer should not allow it.
The one time I needed to do this, I made a “kickstand”, a really small/thin post the object sat on top of. Disappeared when sliced, but the slicer obeyed the geometry and kept it suspended in the air like I wanted.
But I think if you load multiple objects as a “single object”, the slicer will respect the relative positions of each object relative to a common origin point. So if one part is 1" above the other, they’ll load that way and the slicer will generate supports to reach the higher part.
Neat trick, I’ll have to try that. Thanks for the input.
I need this constantly. Even though the slicer may not understand the reasoning behind wanting to lift an object off the bed, it is necessary for merging parts.
How does this work?
I’ve tried moving an object up and over on top of another object, once I release it, it snaps back to bed inside other object
It doesn’t, it is a limitation of Bambu Slicer and a royal pain. Even in assembly view, you can move it all around, merge it and once you return, everything is on the plate but merged not where you wanted it.
The only work around I’ve found is to lay everything on its side, reposition and merge, then stand it back up. It is a pain.
Don’t understand why raising it is even an option when it won’t stay.
I regularly print embedded text in my prints. I design my text and loft it so it has thickness (typically, a multiple of the layer height I’m going to print at). Then I position the text where I want it and do a CSG subtract to leave a pocket that the text fits in exactly. Then, I export the lofted text and the primary object as individual STLs. Then, I import them both to the slicer and choose “single object”. They they appear on the build plate with their correct relative positions. The primary object resting on the plate and the lofted text somewhere above that.
For example, here. The grey and red stuff are separate objects that are not touching the build plate.
You need raft and supports for that. Also, you need a negative part to be placed between the print and the bed.
Select at least two object, right#click and select merge.
In the objects list, move up any object you wish to appear last up the grouped list of objects and any object you wish to be printed first, move down the list.
This is important if you have a disc for a coaster (top) and a logo to print first (bottom). Assume I g you are printing upside down (to benefit from the textured surface of the build plate).
As your model parts are now part of a merged group, you can change their heights to above the build plate.
I often do this to merge a printed bolt or nut into a model and wish them to be at the top or inside a hole in a model.
It is also how to quickly create coasters and keychains.
You can also do this if you add any modifier to an object, it automatically merges the two and the rules above apply in the same way.
Excellent information, thank you. I know just what I’m going to try this on!
One extra benefit most do not take advantage is exporting the merged object with all your customisation into its own STL.
Imagine you had several objects that were not linked in an initial model. We will use my nut and boot as an example.
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Merge the original model with two holes ready for screw threads that do nit currently exist and two bolt that also do not exist.
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Using MakerLab, use the nuts & bolts library to create the exact size nut and bolt to the sizes you need, export as STL files.
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Drag each one to the build plate, the shape you designed with two holes on the top, two nuts and two bolts.
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Select the five items, right-click and merge
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In the object view, move your object to be the high test in the group
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Manually position the two nuts into the holes so the thread is exposed in the holes, but the outer part of the nut blends with your model.
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Manually position the two bolts wherever they should go an hide the bolt ends below the surface.
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Now deselect everything, so you are not accidentally selected on a child of the group
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Select the model group, right-click and choose export to STL.
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Add another build plate so you can compare.
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Drag your exported group to the new build plate, the model is fused, you no longer know the nuts were separate and the bolts are also blended. All one object.
You now have a single object with multiple parts fully blended as if it was designed that way to start.
Very interesting, I’ll keep this in mind. It’d save a lot of hassle though if BambuStudio would just have an “Unground” setting like Cura does. You think it’d just be a simple little addition… I was looking more on the side of having fully supported objects floating in the air, not assembling parts. But it looks like your info should work for that too. Thanks!
You and me both.
I also hate the fact the positioning is based on the group rather than the individual part.
If I wanted to place something 20mm in the air, I do not need to work out the height of all other parts and adjust it based on those.
Nuts.
Version 2.0 and still no progress on what should be a simple fix. @BambuLab any chance you’re going to implement this eventually?
Unless I’m missing something in what you mean, there’s a “World position” dropdown on the move dialog.
You are.
Time.
You responded to a post written BEFORE the world position option was added.
Remember, the forum is a place that is written based on the current rather than the unknown future.
Our complaints meant BL added the option.
They still do not allow setting a z-position to any object. Any object with a positive (floating) z-position MUST be part of a group (merged objects).
There are times when being able to set an object to a height above the build plate is needed, but it is currently not possible without hacking things.
This is so mint. Not even really difficult, either. Thanks very much, i could feel the anger sharks swimming in my brain.
You are welcome.