Are you not fully familiar yet with the user interface and geometric terminology of Materialise Magics software? Then this tutorial will help you out! Watch it to learn where to find certain tools and how to customize your UI.



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These tutorials have been recorded using Materialise Magics. Some features might differ from the Materialise Magics Essentials software.

Video topics

No time to watch the complete video? Jump to the topics of your interest. Have a look at the time stamps below.

  • Materialise Magics UI 0:34
  • Materialise Magics ribbons and toolbars 0:52
  • Materialise Magics pages 2:33
  • Materialise Magics context menu 5:50
  • Geometric terminology 6:57

Description of the different steps

  1. In Materialise Magics, the functions are clustered in ribbons. To do fixing, for example, you can use the relevant functions in the Fix ribbon. In addition, there is a Quick Access bar, Pages, and toolbars.
  2. In the View tab under the View Pages, you can change the visualization to Shade, Wireframe, Shade & Wire, Triangle, and Bounding Box. From the Multi-section tab, you can take cross-sections on your parts for operations such as inspection and cutting. To enable a cross-section view, you need to click on the tick box next to it. If desired, you can define custom cross-section views.
  3. The Part List tab under the Part Pages gives a list of the parts loaded in Materialise Magics. In the Part List, you can hide or show certain parts, unload them, color them, etc. The Part Info tab gives information e.g. coordinates, dimensions, triangle count, etc. about a selected part.
  4. Materialise Magics also comes with a context menu you can open by right-clicking. The content of the menu depends on where you’re right-clicking: if you right-click on a part, the menu will give you functions related to parts e.g. for saving, unloading, translating-rotating, placing the part on a platform, etc.
  5. Knowing the geometric terminology of Materialise Magics is also helpful. The smallest building unit is a triangle. A plane is defined as a collection of triangles surrounding the triangle you click on. Planes are rather flat, and do not take curvature into account. The “flatness” of the plane is defined by the distance and angle to the original triangle. Surfaces take curvature into account, and they are defined by the wireframe. A shell is a collection of triangles directly or indirectly connected to each other. Ideally, one part should consist of one shell.

チュートリアル作成日 23 4月 2018
最終変更日 23 4月 2018

作成者: Aylin Kertik

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