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	<title type="html"><![CDATA[SoliForum - 3D Printing Community — How to treat shallow curvature cases?]]></title>
	<link rel="self" href="https://www.soliforum.com/feed/atom/topic/648/" />
	<updated>2013-01-16T19:51:30Z</updated>
	<generator>PunBB</generator>
	<id>https://www.soliforum.com/topic/648/how-to-treat-shallow-curvature-cases/</id>
		<entry>
			<title type="html"><![CDATA[Re: How to treat shallow curvature cases?]]></title>
			<link rel="alternate" href="https://www.soliforum.com/post/9652/#p9652" />
			<content type="html"><![CDATA[<p>I used to serve a drink called the hidden mickey back in the day.</p><p>I kid I kid</p>]]></content>
			<author>
				<name><![CDATA[cmetzel]]></name>
				<uri>https://www.soliforum.com/user/78/</uri>
			</author>
			<updated>2013-01-16T19:51:30Z</updated>
			<id>https://www.soliforum.com/post/9652/#p9652</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: How to treat shallow curvature cases?]]></title>
			<link rel="alternate" href="https://www.soliforum.com/post/9645/#p9645" />
			<content type="html"><![CDATA[<p>We always referred to such as &quot;hidden Mickeys&quot; at the park when I worked there.&nbsp; The trick was to look for the three circles in the attractions to see where a Disney Imagineer had hidden the reference.&nbsp; It turned into quite a game and you can find them in the most innovative of places.<br />o&nbsp; o<br />&nbsp; O</p>]]></content>
			<author>
				<name><![CDATA[cckens]]></name>
				<uri>https://www.soliforum.com/user/129/</uri>
			</author>
			<updated>2013-01-16T19:23:13Z</updated>
			<id>https://www.soliforum.com/post/9645/#p9645</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: How to treat shallow curvature cases?]]></title>
			<link rel="alternate" href="https://www.soliforum.com/post/9640/#p9640" />
			<content type="html"><![CDATA[<p>I never said it was a Mickey head, but you might not be wrong <img src="https://www.soliforum.com/img/smilies/smile.png" width="15" height="15" alt="smile" />&nbsp; I doubt Disney has ever heard of Thingiverse, and might not ever run across something there like looks like a copy of their logo for Disney Quest.</p>]]></content>
			<author>
				<name><![CDATA[IanJohnson]]></name>
				<uri>https://www.soliforum.com/user/14/</uri>
			</author>
			<updated>2013-01-16T18:26:55Z</updated>
			<id>https://www.soliforum.com/post/9640/#p9640</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: How to treat shallow curvature cases?]]></title>
			<link rel="alternate" href="https://www.soliforum.com/post/9634/#p9634" />
			<content type="html"><![CDATA[<p>Mickey head... or for those not so Disney inclined, mouse head.</p><p>Still, a nice design for soap &#039;specially for kids.</p>]]></content>
			<author>
				<name><![CDATA[cckens]]></name>
				<uri>https://www.soliforum.com/user/129/</uri>
			</author>
			<updated>2013-01-16T17:51:10Z</updated>
			<id>https://www.soliforum.com/post/9634/#p9634</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: How to treat shallow curvature cases?]]></title>
			<link rel="alternate" href="https://www.soliforum.com/post/9601/#p9601" />
			<content type="html"><![CDATA[<p>Ian, is that an Airbender symbol? Awesome!</p>]]></content>
			<author>
				<name><![CDATA[coleke]]></name>
				<uri>https://www.soliforum.com/user/18/</uri>
			</author>
			<updated>2013-01-16T15:13:25Z</updated>
			<id>https://www.soliforum.com/post/9601/#p9601</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: How to treat shallow curvature cases?]]></title>
			<link rel="alternate" href="https://www.soliforum.com/post/5737/#p5737" />
			<content type="html"><![CDATA[<p>Excellet, I&#039;m going to give it a try.</p>]]></content>
			<author>
				<name><![CDATA[DavidRiesenberg]]></name>
				<uri>https://www.soliforum.com/user/417/</uri>
			</author>
			<updated>2012-11-27T20:38:02Z</updated>
			<id>https://www.soliforum.com/post/5737/#p5737</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: How to treat shallow curvature cases?]]></title>
			<link rel="alternate" href="https://www.soliforum.com/post/5730/#p5730" />
			<content type="html"><![CDATA[<p>I would keep the temperature constant, because I don&#039;t know if it would keep going during a temp change, or pause.&nbsp; Otherwise anything goes.&nbsp; Only do it this way for Slic3r.&nbsp; Skeinforge gcode is more complicated due to the way it handles extruder coordinates.&nbsp; It might back the filament all the way out, or cram 10mm of filament into a short move.&nbsp; </p><p>If merging Slic3r gcodes causes the extruder to misbehave at the splice, try checking the Relative checkbox in printer settings.</p>]]></content>
			<author>
				<name><![CDATA[IanJohnson]]></name>
				<uri>https://www.soliforum.com/user/14/</uri>
			</author>
			<updated>2012-11-27T20:03:22Z</updated>
			<id>https://www.soliforum.com/post/5730/#p5730</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: How to treat shallow curvature cases?]]></title>
			<link rel="alternate" href="https://www.soliforum.com/post/5711/#p5711" />
			<content type="html"><![CDATA[<p>Wow, that&#039;s a really cool solution. Are there any specific settings one need to keep constant when splicing G-code? Or is it pretty much anything goes?</p>]]></content>
			<author>
				<name><![CDATA[DavidRiesenberg]]></name>
				<uri>https://www.soliforum.com/user/417/</uri>
			</author>
			<updated>2012-11-27T19:00:27Z</updated>
			<id>https://www.soliforum.com/post/5711/#p5711</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: How to treat shallow curvature cases?]]></title>
			<link rel="alternate" href="https://www.soliforum.com/post/5710/#p5710" />
			<content type="html"><![CDATA[<p>nice trick !<br />this sounds like a job for a python script.</p>]]></content>
			<author>
				<name><![CDATA[Stoney]]></name>
				<uri>https://www.soliforum.com/user/30/</uri>
			</author>
			<updated>2012-11-27T18:57:39Z</updated>
			<id>https://www.soliforum.com/post/5710/#p5710</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: How to treat shallow curvature cases?]]></title>
			<link rel="alternate" href="https://www.soliforum.com/post/5703/#p5703" />
			<content type="html"><![CDATA[<p>Print at .1mm layers, and add a lot more perimeters.&nbsp; It will really slow things down having a lot of perimeters for the whole model, so you can slice it twice using different settings, then join the gcode.</p><p>I describe how to do this in a Thingiverse post- <a href="http://www.thingiverse.com/thing:22441">http://www.thingiverse.com/thing:22441</a></p><div class="quotebox"><blockquote><p>The Bar print needs a lot of perimeters to keep from getting gaps in the fillet on top. The curve gets so gradual that the outer radius for one layer might be more than a thread width shorter than the layer below it. I used 5 perimeters and 4 solid layers to make sure that the surface was thick enough through the curve to prevent gaps and stand up to sanding.</p><p>I didn&#039;t want to print the entire thing with that many perimeters. Instead I sliced it at .3 layer height, 3 perimeters, 2 solids and .1 infill for the base. Then I sliced it again with .2 layer height, 3 perimeters, .1 infill for the sides, and again with .2 layer height, 5 perimeters, 4 solids and .3 infill for the top.</p><p>To merge the gcodes, I searched for &quot;G1 Z3&quot; in the middle gcode, and copied everything after that point. Then I pasted it over everything after the inital &quot;G1 Z3&quot; in the base Gcode. This made it change to the middle settings at 3mm into the print. I did the same thing with the top Gcode, starting at around &quot;G1 Z25&quot;</p><p>The bar print then, starts with .3 layer height for the first 3mm to give the print a chance to level out before changing to .2 layers, for a smoother surface on the sides. At 25mm it changes to 5 perimeters with a denser infill to support the solid layers on the top.</p></blockquote></div><p>You could slice most of the model at .3mm layers, then have it change to .1mm just for the top.</p>]]></content>
			<author>
				<name><![CDATA[IanJohnson]]></name>
				<uri>https://www.soliforum.com/user/14/</uri>
			</author>
			<updated>2012-11-27T17:52:13Z</updated>
			<id>https://www.soliforum.com/post/5703/#p5703</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: How to treat shallow curvature cases?]]></title>
			<link rel="alternate" href="https://www.soliforum.com/post/5699/#p5699" />
			<content type="html"><![CDATA[<p>Sand it down after the print</p>]]></content>
			<author>
				<name><![CDATA[zimmer62]]></name>
				<uri>https://www.soliforum.com/user/50/</uri>
			</author>
			<updated>2012-11-27T17:20:07Z</updated>
			<id>https://www.soliforum.com/post/5699/#p5699</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[How to treat shallow curvature cases?]]></title>
			<link rel="alternate" href="https://www.soliforum.com/post/5694/#p5694" />
			<content type="html"><![CDATA[<p>I&#039;m having trouble getting passable results when I have shallow curvatures on the top or bottom portions of the object.<br />Attached is a generic example and the Slic3r generated code from the top of the curvature.<br />Is there anything I can do about it besides printing at a higher resolution?</p>]]></content>
			<author>
				<name><![CDATA[DavidRiesenberg]]></name>
				<uri>https://www.soliforum.com/user/417/</uri>
			</author>
			<updated>2012-11-27T16:49:31Z</updated>
			<id>https://www.soliforum.com/post/5694/#p5694</id>
		</entry>
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