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rhklein

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Main benefit with this approach of G-code generation is the control over every vector of your G-code. With conventional slicers you are left with planar cross-sections of the 3D mesh and can't control the extrusion path itself. With fullcontroll.xyz you can edit every point and its properties like speed, extrusion values or non-planar coords.

I've been developing a similar add-on for Blender called nozzleboss. https://github.com/Heinz-Loepmeier/nozzleboss It lets you use Blenders modeling tools to create toolpaths directly and export to G-code. It has an importer as well, that lets you edit existing G-code with Blender, e.g. using sculpt tools to deform G-code paths. https://www.youtube.com/watch?v=aoM8-Xdh9w8

Using Blender is nice here, because you have access to so much modeling tools already and don't need to code to generate G-code (though you could, Blenders python api or geometry nodes is very well suited for that). The add-on uses vertex colors to store meta information on every segment of the G-code, so you can paint on extrusion/speed multipliers or color itself very intuitively. (Different colors in FDM printing are usually done by segmentation of the mesh into different parts, which can be difficult. Though PrusaSlicer introduced multi-material painting recently, so if you are interested check that out.)

I started as a painter, discovered multi-color 3D Printing and learned basic coding skills. I'm currently working on a Blender Addon that lets you modify G-code inside of Blender. Shifting more and more to the developer side of things, but still trying to work with both, can be a powerful combination.

G-code importer can be seen here: [link redacted] Some results here: [link redacted]

I wrote a G-code Importer for Blender recently. Having access to the toolpaths directly lets you do some interesting things conventional slicers can't do. [link redacted]

I've been experimenting with storing extrusion multiplier info inside Blender to make weighted extrusion values based on a texture.

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