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[Blender Tutorial] We design our own version of a universal 3D printed case

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  • [Blender Tutorial] We design our own version of a universal 3D printed case
    Here I will describe step-by-step how you can design a 3D printed enclosure for your own project in the free program Blender. The enclosure shown here will be modelled on popular universal enclosures often purchased by hobbyists. Once completed, I will print the enclosure on a 3D Ender 3 Pro printer using PLA filament.

    Losely related topic - tutorial on modelling an object from a photo
    I also recommend reading the related topic in which I show a similar process for creating a 3D model in Blender, but slightly different and modelled on a photo:
    https://www.elektroda.pl/rtvforum/topic3717892.html
    The topic linked above is a separate whole and is not the 'first part' of the tutorial below, they are independent, although they use many of the same concepts.

    Used version of Blender - Blender 2.79
    In this tutorial I have used Blender version 2.79:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    But the model creation procedure itself is the same in different versions of Blender (even those with the new GUI), so you can follow it at the same time using the version you prefer.
    I downloaded my version from here:
    https://www.blender.org/download/releases/2-79/

    Basic knowledge
    Before starting the tutorial, it is a good idea to familiarise yourself with the absolute basics of Blender, ie:
    - moving the camera (mouse wheel zooms in/out, number keys 1, 3, 7, 9 set up different camera projections, 5 toggles ortho/perspective camera mode, keys 4, 6, 8, 2 , the ones with arrows, rotate the camera)
    - flying the camera ( SHIFT+F activates a convenient mode of flying the camera using the mouse and moving the buttons W S A D )
    - selecting objects (right mouse button selects a clicked object, SHIFT + right mouse button adds the clicked object to the selection, A selects or deselects everything)
    - bulk selection, e.g. via key B (Box Select) or key C (quick selection under mouse cursor)
    - editing mode ''Edit mode'' / ''Object mode'' (toggle with key TAB )
    - panning (grab, key G ), rotating (rotate, key R ), scaling (scale, key S ) by a given value (key is pressed, e.g. G , the axis is selected by pressing X, Y or Z and enter from the keyboard the value by which you want to perform the transformation. E.g. another pressing of G Y -2.5 will move by -2.5 units along the Y axis).
    - hiding objects for convenience ( H hides the selected object, ALT+H shows hidden objects, also on the object list view in the scene we have an eye icon which serves the same purpose)
    - the 3D cursor concept in Blender; it determines where the added object will appear, as well as the centre of certain operations. It is set by the keyboard shortcut SHIFT+S , among others
    Itp. etc., although I will try to include this information in the steps of the tutorial.
    Here we go.

    Step 0: Design assumptions
    I made the following requirements and assumptions for this case.
    Assumptions regarding the overall appearance of the enclosure and its implementation:
    - the enclosure will resemble the well-known and popular universal enclosures for DIY projects for hobbyists
    - the enclosure will consist of 4 components: front panel, rear panel, top cover and bottom cover
    - ideally, the top and bottom covers should be identical
    - the housing will be screwed together using screws and nuts (you can screw the screws into the filament and this works well, but such threads weaken over time and a nut solves this)
    Assumptions for designing the case in Blender:
    - all significant dimensions should be implemented on a grid and be integers (e.g. the height of the case is 50mm, not 50.43432432mm)
    - the enclosure should be made, among other things, based on Blender modifiers, so that it can be easily edited (e.g. changing the screw size of the mounts, which are 4 times in the model, should be done once, and the other 3 mounts should update themselves)
    - the case should be easy to edit (as above, modifiers, etc)

    Step 1: We add the Plane
    We start modelling in Blender with an empty scene (I removed everything that was there by first selecting everything with A , and then deleting with DELETE ).
    We add a Plane from which we will make the shape of the case (front projection). SHIFT+A and select Plane:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    In the menu on the left we set its position to the centre of the coordinate system (0,0,0):
    [Blender Tutorial] We design our own version of a universal 3D printed case
    It should be set up like this:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    It is worth making sure it is in the centre of the coordinate system and not somewhere far out in space.
    Step 2: Set up the camera
    For convenience we should set the Ortho view. Ortho/Perspective modes are switched with the key 5 . The individual views (front, side, top) are set with the numerical keys 7, 9, 1, 3 . We set this view:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    Step 3: Edit mode
    We can now switch to Edit Mode. We exit Object Mode and enter Edit Mode by pressing TAB (we must have the object we want to edit selected)
    [Blender Tutorial] We design our own version of a universal 3D printed case
    The current editing mode (Edit Mode, or Object Mode, or other) is displayed here (you can also change it manually here, but it is more convenient to use the TAB ):
    [Blender Tutorial] We design our own version of a universal 3D printed case
    Step 4: Display dimensions
    It will be useful to display the edge lengths - this is turned on in the menu shown with N . These are under the Display tab. Enable "Length" from "Edge Info".
    [Blender Tutorial] We design our own version of a universal 3D printed case
    To do this we need to be in Edit Mode - in Object Mode this option is hidden.
    It is also worth remembering that this option is ''per object'', i.e. if we add a separate object we have to re-enable it.

    Step 5: Give initial dimensions
    Now we can start giving dimensions to our Plane. I first scaled it in each axis 20 times for this purpose (key S and then we simply type from the keyboard 20 ):
    [Blender Tutorial] We design our own version of a universal 3D printed case
    Then in the X-axis I scaled 2 times (key S , and then 2 ):
    [Blender Tutorial] We design our own version of a universal 3D printed case
    I then switched to edge mode, here:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    Then I selected the left edge once and then the right edge separately with the right mouse button and moved them according to the Y or X axis (you press G , and then e.g. X to move along the axis) while holding CTRL to respect the 1mm grid:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    (instead of moving the mouse you can also just press G , then select the axis by pressing e.g. X and then from the keyboard enter how much mm to move - e.g. 10. You can also not press at all G and just grab the red axis X on the screen and pull, it is also worth holding CTRL to move according to the grid).
    During all the operations above, we must take care that the centre of the figure (the orange dot) is in its real centre. Later this will come in handy when making a mirror!
    The final result is a rectangle measuring 110mm by 60mm.

    Step 6: Mirror modifier (automatic mirroring) - preparation
    We will now add a modifier that creates a mirror image of what we are editing. The mirror image will keep updating with all the changes we make ourselves.
    To do this, we cut the object we have in half (it is very important to cut according to its centre, i.e. the origin). We cut by pressing CTRL + R , which is the Loop Cut And Slide tool:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    Cut through:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    Switch to wall mode and remove the left wall:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    After removal:
    [Blender Tutorial] We design our own version of a universal 3D printed case

    Step 7: Mirror modifier (automatic mirroring) - add modifier
    Mirror modifier is added from the menu on the right, from the Modifiers menu:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    Mirror is in the list:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    We do not click ''Apply''. ''Apply'' would remove the modifier and store its result in the current object, and we don't want that. We want the mirror to run on the current object and reflect the changes we are going to make. In this way, the mirror is added and creates a reflection of the object for us according to the X axis:
    [Blender Tutorial] We design our own version of a universal 3D printed case

    Step 8: Mirror along the other axis
    Now we can repeat the operation with CTRL + R and Loop Cut And Slide and turn on the mirror according to the second axis (we do not add a second modifier, we just change the settings of the current one). Result:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    One mirror can work simultaneously for one, two or three axes.

    Step 9: Initial shape of the case - we add a vertex
    Now we can model the corner of the case. It will be slightly chamfered, the side wall will be on a slant. Of course we can model it as we wish.
    To do this, I switched to vertex editing mode:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    I selected both vertices of the side wall (right mouse button selects, SHIFT + right mouse button adds another object to select):
    [Blender Tutorial] We design our own version of a universal 3D printed case
    And I selected from the menu enabled by the In Subdivide option - this will add another vertex which we can also move:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    Result:
    [Blender Tutorial] We design our own version of a universal 3D printed case

    Step 10: Initial case shape - cut corner
    I then simply selected one and the other vertex and moved them (key G ) while holding CTRL at will (and according to the grid). Result:
    [Blender Tutorial] We design our own version of a universal 3D printed case

    Step 11: Preparation for 3D transition - wall thickness
    Now we need to decide on the wall thickness. I have decided on 2mm.
    We prepare the object so that it has these walls with the key I - it makes an internal tracing of the shape whose distance from the edge is the given value.
    We switch to wall mode and select what we have:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    We type from the keyboard I and then 2 :
    [Blender Tutorial] We design our own version of a universal 3D printed case
    Done - but a few things need to be tweaked.

    Step 12: Preparation for 3D transition - corrections
    The wall division in the middle of the case (where the transitions to the mirror image are) is unnecessary. We will remove these walls manually and then move the vertices accordingly:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    (I delete, of course, with the key DELETE , move G while holding CTRL ):
    [Blender Tutorial] We design our own version of a universal 3D printed case
    Much better:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    Step 13: Preparation for 3D transition - second 2mm contour, to hold front and back panel
    We will now essentially repeat the earlier operation. We need a margin to hold the front and back panel. I have decided on a thickness of
    2mm. We do this as before:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    And we also correct:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    Step 14: A 3D glance at what we have
    It is now worth looking at the results of our work. In the perspective view, everything looks slightly different. We switch views with the number key 5 :
    [Blender Tutorial] We design our own version of a universal 3D printed case
    I edit and create the highlighted corner of the object, the other 3 corners are created for us by the modifier mirror according to the two axes.

    Step 15: We duplicate the object into a panel and a case
    From what we have we will make both the panel (front and back) and the enclosure.
    There will be two separate objects.
    So we switch to Object Mode (key TAB ):
    [Blender Tutorial] We design our own version of a universal 3D printed case
    And in this Object Mode we use SHIFT+D to make a duplicate of what object we have.
    (if we would do SHIFT+D in Edit Mode, we would only copy within the object what we have selected, e.g. its walls)
    List of objects in the scene before Shift+D :
    [Blender Tutorial] We design our own version of a universal 3D printed case
    And after:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    Now we rename the objects to case and panel. Double-click on the name to change it. The renamed objects:
    [Blender Tutorial] We design our own version of a universal 3D printed case

    Step 16: Front/rear panel (without holes)
    We will focus on the ''panel'' object. The second object retracted from the scene at all (we click on the eye icon, although pressing H when we have it selected will do the same. ALT+H reveals hidden stuff):
    [Blender Tutorial] We design our own version of a universal 3D printed case
    We select our panel in Object Mode and go to its Edit Mode (key TAB ). We remove its outer walls - they are redundant:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    We mark what is left:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    We give it a thickness of, say, 2mm via Extrude. We press E and enter 2 :
    [Blender Tutorial] We design our own version of a universal 3D printed case
    Panel ready. Now we're going to tackle the enclosure.

    Step 17: Housing - preparation
    Switch to enclosure in scene view, retractable panel display, select enclosure:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    The enclosure looks like this:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    We will want to have it in two parts, so we disable one of the mirrors (one of the mirror axes):
    [Blender Tutorial] We design our own version of a universal 3D printed case

    Step 18: Housing - removing the interior
    The inside of the enclosure will also be empty, of course - for this we remove the wall from the inside. Standard - wall mode, select, delete:
    [Blender Tutorial] We design our own version of a universal 3D printed case

    Step 19: Enclosure - thickening
    Now we can add a third dimension to the enclosure. We do this as we did with the panel - select everything and then extrude operation. I've decided on a size of 2mm.
    At this point we make the part of the case that will hold the panel.
    [Blender Tutorial] We design our own version of a universal 3D printed case

    Step 19: Housing - thickening part2

    We will now pull forward just a section of the case - without the attachment for the panel. We mark three walls:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    And again we make an extrude of, say, 5mm:
    [Blender Tutorial] We design our own version of a universal 3D printed case

    Step 20: Housing - preview
    This point is quite optional. We can switch on the panel display as part of the preview and move it accordingly to fit the case. This will give us an idea of the stage we are at:
    [Blender Tutorial] We design our own version of a universal 3D printed case

    Step 21: Housing - cd
    We will now perform the extrude again. We are going to add this piece of casing, the thickness of which should be equal to the thickness of the panel. In my case it was 2mm.
    We mark the corresponding walls:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    And after extrude:
    [Blender Tutorial] We design our own version of a universal 3D printed case

    Step 22: Housing - second tooth on panel
    Now you need to make a case tooth/foot that will hold the panel from the inside. To do this we simply copy a section of what we have and move it by a given amount of mm.
    We mark what we will need:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    We copy, as before, via SHIFT+D (Duplicate) and then move it along the Z axis by 4mm ( G, Z, 4 - possibly 4 with a minus):
    [Blender Tutorial] We design our own version of a universal 3D printed case

    Step 23: Housing - correction
    Walls should only be where they are visible. They are not left in the interior of the model. This is the purpose of these walls:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    We mark, detach from the model (key Y , so called. split, without this moving the wall/vertices/edges we would also move the connected walls) and move 2mm along the Z axis downwards ( G, Z, -2 ):
    [Blender Tutorial] We design our own version of a universal 3D printed case

    Step 24: Enclosure - Remove Doubles
    After the copy, move, etc. operations, it is a good idea to perform "Remove Doubles". This operation removes duplicate vertices, i.e. it resolves the situation where we have two different vertices at identically the same position in 3D space. This is important because when moving walls, a given wall can either pull connected walls together (when they share vertices) or simply move itself (when walls have completely separate vertices).
    We select everything (since this operation works on a selection):
    [Blender Tutorial] We design our own version of a universal 3D printed case
    Remove Doubles is in the menu on the left:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    The result of Remove Doubles:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    Step 25: Housing - Last Extrude
    Now we have to repeat the Extrude operation one last time. Also only for a few walls:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    At this stage we also decide how much space there will be in the case. Let's say, 80mm. But we only make the Extrude by 40mm:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    We will add the other side of the enclosure via Mirror.

    Step 26: Housing - Mirror for second side - preparation
    Some may be tempted to turn on mirror now, but unfortunately this will not work. Mirror performs a mirror image according to the point (0,0,0) of the local object (its centre - not the global coordinate system) and our centre is not where we want it to be.
    You can see this well in the Ortho view (the centre is that ball):
    [Blender Tutorial] We design our own version of a universal 3D printed case
    Therefore, we move everything (in Edit Mode!) so that the centre is where it should be:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    Step 27: Case - mirror for the other side - turn mirror on
    All done, you can turn on the Z-axis mirroring:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    Result:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    [Blender Tutorial] We design our own version of a universal 3D printed case
    Including the panel:
    [Blender Tutorial] We design our own version of a universal 3D printed case

    Step 28: How to mount the case
    We also need to determine how we will mount the enclosure. I decided to use 4 M3 bolts and nuts, such:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    We will model the bolt holes right away, but we will start with the M3 nut model.

    Step 29: M3 nut - nut dimensions
    To start with, it's worth measuring the nuts we have. I had a standard M3:
    [Blender Tutorial] We design our own version of a universal 3D printed case

    Step 30: M3 nut - shape in 2D
    We will make the nut by adding a separate object, a hexagon. We add it while in Object Mode, so it will add itself as a separate, new object. If we were to add it in Edit Mode, it would add itself as part of an existing object, which we don't want. We will create the hexagon as a Circle with six edges. First we add the Circle ( SHIFT+A and select Circle from the menu):
    [Blender Tutorial] We design our own version of a universal 3D printed case
    Then simply set its parameters in the menu on the left:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    The radius value (the radius of our ''circle''), here 3.15mm, comes from the fact that we want a diameter of 6.3mm.

    Step 31: M3 nut - we transfer in 3D
    Then you can already "thicken" the 2D outline via Extrude by 1.6mm ( E and enter 1.6 ):
    [Blender Tutorial] We design our own version of a universal 3D printed case
    Result:
    [Blender Tutorial] We design our own version of a universal 3D printed case


    Step 32: M3 nut - export object to STL format for Cura and print to check dimensions
    After such an operation, it is worth checking that we have all the dimensions as we need them. Printing this little "nut" takes a minute or so and tells us a lot.
    Blender supports exporting the object(s) to STL in the File->Export menu:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    When exporting, we can choose whether we export all objects or only the selected ones:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    Then the STL can be dropped into a slicer for the 3D printer (I use Cura):
    [Blender Tutorial] We design our own version of a universal 3D printed case
    After printing:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    Fitment:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    It is fine - we will use this model in the next sections of the course.

    Step 33: Holes - M3 bolt cutter
    We will now add an object that will ultimately be used to cut the hole into which the bolt enters. We will add it in the centre of the nut, but as a separate object. If the cursor has escaped us, remember that we can set its position to the centre of the selected objects with the shortcut SHIFT+S and selecting "Cursor To Selected":
    [Blender Tutorial] We design our own version of a universal 3D printed case
    Switch to Object Mode and add a Cylinder ( SHIFT+A and select ''Cylinder''). The object will add itself where the cursor is. Its size should be such that an M3 screw will go into it just fine. I have chosen 3mm:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    We can scale it - its length is not important.
    [Blender Tutorial] We design our own version of a universal 3D printed case

    Step 34: Holes - Cutting the hole
    The two objects prepared earlier will be cut from another, separate object. This will be an appropriately scaled Cube - add it in Object Mode as a separate object:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    In Edit Mode we scale/move its walls accordingly:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    We add a Boolean modifier to it:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    We configure it to cut our nut shape from its object:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    Same for the other bolt element:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    To preview the results, we can hide the other objects and admire the cut out shape in the Cube:
    [Blender Tutorial] We design our own version of a universal 3D printed case

    Step 35: Holes - Check the hole - test print
    It is now a good idea to check that our bolt hole and nut location will be a good match for the bolt and nut we have.
    To do this we will export the object from earlier to STL and print. The object after printing:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    Fitting:
    [Blender Tutorial] We design our own version of a universal 3D printed case [Blender Tutorial] We design our own version of a universal 3D printed case
    In my case, the parts fit together in a squeeze. I decided to slightly widen both holes in Blender.


    Step 36: Positioning the hole on the housing
    The hole only needs to be added to the housing once. Modifier mirror will repeat it four times in the corners.
    [Blender Tutorial] We design our own version of a universal 3D printed case
    Select both clipping shapes (click RMB + Shift ) and place them where you want the hole:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    (for this we use G - sliding and R - rotation).
    [Blender Tutorial] We design our own version of a universal 3D printed case
    [Blender Tutorial] We design our own version of a universal 3D printed case

    Step 37: Minor corrections regarding the opening
    At this stage, it is a good idea to considerably thicken the piece responsible for cutting out the space for the nut. This will leave yourself a margin for error and the possibility of hiding the slightly protruding thread:
    [Blender Tutorial] We design our own version of a universal 3D printed case

    Step 38: Positioning the hole
    Then move the two objects just so that they protrude slightly outside the casing (the two objects I have marked will eventually be used to cut holes out of the casing with Boolean anyway):
    [Blender Tutorial] We design our own version of a universal 3D printed case
    [Blender Tutorial] We design our own version of a universal 3D printed case

    Step 39: Extend the bolt hole cutting piece
    The bolt will pass through the entire housing (both halves), so we can afford to extend it considerably. This step will also be explained a little better in a moment, once I've done the Boolean. I did the scaling with S just along the Y axis:
    [Blender Tutorial] We design our own version of a universal 3D printed case

    Step 40: We add the leg body
    We have already had two clipping objects for a long time, but the leg body is missing. We will now add them. We go to Object Mode, select the nut object and press SHIFT+S to be able to position the cursor in the centre of the selection ("Cursor to Center"):
    [Blender Tutorial] We design our own version of a universal 3D printed case
    Next, we add a new object, the Cylinder. We give it dimensions as desired and rotate it as necessary:
    [Blender Tutorial] We design our own version of a universal 3D printed case

    Step 41: We shape the leg
    Now we need to adjust the shape of the cylinder so that it ends where the housing does. I will demonstrate how this will look in a moment.
    We mark the wall of the cylinder:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    We want it to be level with the marked walls:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    The easiest way to do this is with a ''snap'' (aka Snap).
    We enable it here:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    The snap mode is selected on the walls (faces), the object being snapped on Active (i.e. last selected).
    From this point on, when CTRL is pressed, instead of the grid, we have a snap to the place we point the mouse at.
    Press G, Y (grab, move, along Y-axis) and then hold CTRL and point the mouse at the walls you want to adjust to:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    The screenshot above shows this process in progress.
    After:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    We can check the results in Ortho view (as before; key 5 numeric and then select the appropriate one from the projections with the keys 7, 9, 1, or 3 ):
    [Blender Tutorial] We design our own version of a universal 3D printed case

    Step 42: We refine the shape of the leg
    Now we can further refine the shape of the leg. For example, make it so that it tapers towards the end:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    I simply scaled the wall at its end.

    Step 43: We finalise the leg and connect it to the chassis
    We will now add Boolean modifiers for the three elements of the leg:
    - the leg itself, its ''body''
    - the cutter from the nut
    - the cutter from the bolt
    We add these modifiers to the housing object. We must have it marked.
    [Blender Tutorial] We design our own version of a universal 3D printed case
    This object already has a modifier mirror, so the order of the modifiers is very important. We want to sequentially:
    1. add the leg body to the case (Modifier Boolean; Union mode)
    2. cut the nut from the result (Modifier Boolean; Difference mode)
    3. cut the rest of the screw from the result (Modifier Boolean; Difference mode)
    4. make a mirror (this modifier is already done, we will not change it, just move it to the last place)
    The order of the modifiers can be changed with these arrows:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    I won't describe here anymore step by step how I add it, it should be clear at this stage.
    Final result:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    Modifier settings:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    (Where there is "Carve" you can also try to select "BMesh" - this is simply a Boolean operation algorithm, sometimes one works better, sometimes the other, but my impression is that Carve more often gives better results. Generally don't do complex Boolean operations because it's algorithms don't always work).

    Step 44: Possible leg corrections
    Here I would like to further emphasise that, thanks to the use of modifiers, we can edit a leg (this one via the cutters) at will and everything will update itself in the other legs. Very convenient.
    We can also move the whole leg, we simply select all 3 objects (two cutters and the body of the leg) and move them together.
    Before moving:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    After:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    View from the other side:
    [Blender Tutorial] We design our own version of a universal 3D printed case

    Step 45: First print of the case
    The model shown above I have decided to print in its entirety. It does not yet include the mounts for the electronics board to the inside of the case, but these are not necessary as it is only one half of the case. We can attach the tiles to the other half.
    The model above requires supports which need to be included in Cura (or the Slicer we are using). These are only needed for the nut locations.
    Model in Cura:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    Visible supports:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    Entire case:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    Housing in the process of being printed:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    Printed:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    When removed from the printer:
    [Blender Tutorial] We design our own version of a universal 3D printed case [Blender Tutorial] We design our own version of a universal 3D printed case [Blender Tutorial] We design our own version of a universal 3D printed case
    A glance at how the supports have printed:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    Supports removed:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    Nut fitting:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    In addition, I printed the first panel (without holes). Housing with panel:
    [Blender Tutorial] We design our own version of a universal 3D printed case [Blender Tutorial] We design our own version of a universal 3D printed case [Blender Tutorial] We design our own version of a universal 3D printed case [Blender Tutorial] We design our own version of a universal 3D printed case [Blender Tutorial] We design our own version of a universal 3D printed case

    Step 46: Improvement: lower the height of the feet to make the edges of the case fit better
    If we print two identical case halves like the ones shown earlier then there may be a problem such that their outer edges do not fit together perfectly. One solution to this is to lower the height of the feet from the screws:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    Then the screw feet have a little more play than the outer edges of the case and we have more control over how tightly the case is screwed together.

    Step 47: Upgrade: reinforce the feet and rigidity of the case
    In addition, we can also reinforce the screw feet. We will connect them with filament to the walls of the case. This will not significantly increase the amount of material used, but will significantly increase the rigidity of the structure.
    Mark the foot:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    Set the view to ortho projection (this will be more convenient):
    [Blender Tutorial] We design our own version of a universal 3D printed case
    We press K and use the Knife tool to cut the leg in two (we prepare it so for the mirror):
    [Blender Tutorial] We design our own version of a universal 3D printed case
    We want to cut through the whole mesh, so we also enable Cut Through from Knife (key Z , its status is displayed in the bar at the bottom):
    [Blender Tutorial] We design our own version of a universal 3D printed case
    Knife cuts according to the selected points. We select them by clicking with the left mouse button. We then click on the points I show:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    Then confirm with Enter:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    With B (Box Select) we conveniently select half of the leg:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    We remove it:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    [Blender Tutorial] We design our own version of a universal 3D printed case
    We now add it again, only this time using Mirror - as we did earlier in the previous tutorial sections:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    Done, half of the leg is done automatically using Mirror:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    Now we'll add the cut using CTRL + R (Loop Cut And Slide) across the leg:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    We will then mark three of its sides (on the other side this will be repeated by Mirror):
    [Blender Tutorial] We design our own version of a universal 3D printed case
    And we will extract them using Extrude (key E , along the X axis):
    [Blender Tutorial] We design our own version of a universal 3D printed case
    Finally, you still need to make sure you haven't overextended and adjust the positions of a few edges accordingly (via the tool under G , grab, slide)
    [Blender Tutorial] We design our own version of a universal 3D printed case
    Done:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    [Blender Tutorial] We design our own version of a universal 3D printed case
    It is worth noting here at the end that in this situation we have the mesh of the feet going into the mesh of the case. This is not a preferred situation, but we can afford it sometimes for convenience. I haven't noticed this causing problems in Slicer (I use Cura), so it's not a problem.
    And of course the previously prepared Mirrors and Boolean system mapped everything for the other legs:
    [Blender Tutorial] We design our own version of a universal 3D printed case

    Step 48: Improvement: we reduce the panel size slightly
    The panel can be the same trouble as the feet. Depending on the accuracy of the print (and even specifically our printer, axle play, etc) there can be some differences in the thickness of the printed parts. These can be accommodated by gently sanding the surface, and you can also reduce the panel size slightly:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    We first mark one wall and move it by 0.25mm, then the same for the other wall. The mirror will do the rest for us. This will reduce the height of the panel by 0.5mm (twice 0.25mm, because we have a mirror).
    I didn't do this step in the end - there was no need, everything fit together without it. I leave it here just for information.

    Final result
    I printed the enclosure in ''Standard'' settings with Cura.
    The case half weighs about 50g and took less than 7h:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    The panel (without holes) weighs about 12g and took just under 1.5h:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    I only gave the panel one side so that I could present the centre of the case in the photos on occasion:
    [Blender Tutorial] We design our own version of a universal 3D printed case [Blender Tutorial] We design our own version of a universal 3D printed case
    [Blender Tutorial] We design our own version of a universal 3D printed case [Blender Tutorial] We design our own version of a universal 3D printed case
    [Blender Tutorial] We design our own version of a universal 3D printed case [Blender Tutorial] We design our own version of a universal 3D printed case
    [Blender Tutorial] We design our own version of a universal 3D printed case [Blender Tutorial] We design our own version of a universal 3D printed case
    (continued in post below - topic has been split into two parts due to character limit)

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    p.kaczmarek2
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  • #2 18967169
    p.kaczmarek2
    Moderator Smart Home
    Addition: panel holes
    It is still worth mentioning how holes can be conveniently added to the panel. The holes can be for connectors, potentiometers, display, etc, it doesn't really matter. In any case, I make them the same way - using the Boolean modifier I cut them into the panel object.
    For the sake of example, I will show here how to make the holes for the connectors from my board with the PIC32MX250F128B:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    The board has this on one side with a USB connector and a DC jack connector.
    To start with we need to know the dimensions of the holes we need:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    We need to dimension each distance. You can also get them from the software you use to create the boards if that is more convenient.

    We open our model in Blender. We hide everything we won't need, and leave only the panel. We can duplicate it ( SHIFT+D ) to edit the copy, and leave the original unchanged:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    We then add a separate object with the shape we need. Most commonly this will be a Cube:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    We move it accordingly, scale it, etc. so that it has the size of the expected hole (in my case 11 by 12 mm):
    [Blender Tutorial] We design our own version of a universal 3D printed case
    [Blender Tutorial] We design our own version of a universal 3D printed case
    It is also a good idea to adjust the position of our hole relative to the edge of the panel accordingly. I am referring to this distance:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    There is a very simple and convenient way to do this. Just as I presented earlier - attracting/pasting (so-called snap) to other objects. We choose to snap to walls here:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    We make sure that the Snap mode is ''Active'' (i.e. snap to the last selected wall) and that the last selected wall is the one in the screenshot:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    Then press CTRL (hold it) and operate the mouse - the object moves to the edge:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    Then just move it as much as you want - for example, by 10mm. That is, the standard G, Y (Y axis), -10 . Result:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    Then we are sure that the distance from the edge of the panel will be equal to 10mm.
    That leaves the question of the second hole - it can be done as a separate object, or within the same object. I decided to make it within the same object. I copied the whole thing and moved it to the side. I adjusted its size:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    Finally, we add a Boolean modifier in Subtract mode. We add the Boolean to the panel, and cut the made object from it:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    The result is clearly visible when we hide the clipping object (key H in Object Mode):
    [Blender Tutorial] We design our own version of a universal 3D printed case
    It is now left to check that the dimensions match after printing. To do this, I recommend printing just a section of the panel. It is not necessary to print the whole thing. We create another Cube and apply it to the holes so that it covers them fully and at the same time has some margin plastic around them:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    Next, we add another Boolean for our new panel. This time in "Intersect" mode, which is the AND operator. We cut out everything from the panel that is outside the added cube:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    The result (after hiding the Cube from Intersect with the key H or by clicking on the ''eye'' icon):
    [Blender Tutorial] We design our own version of a universal 3D printed case
    The result already in Cura (I exported to STL and uploaded here):
    [Blender Tutorial] We design our own version of a universal 3D printed case
    This print will only take 7 minutes and use 1g of filament and will allow us to determine if the dimensions of the hole are good.
    After printing:
    [Blender Tutorial] We design our own version of a universal 3D printed case
    Measurement:
    [Blender Tutorial] We design our own version of a universal 3D printed case [Blender Tutorial] We design our own version of a universal 3D printed case
    The accuracy is satisfactory, even though I entered all the dimensions as integers.
    Of course, you ultimately print the whole panel and not just a section as a check that the dimensions are OK.

    Short video of the first steps of making the case
    Below I have included a short video recorded with a program that displays clicks and keys pressed. The video covers the tutorial for step 27. Some of the operations in the video are done differently than in the text, but most agree.



    In the video I use a few options I didn't mention in the text, e.g. I sometimes select walls via CTRL + SHIFT + ALT + F i.e. 'flood faces connected to current', i.e. selecting walls connected to current via edges with an angle smaller than the given value.

    State case cost
    Of course, the biggest advantage of 3D printing is that you get a prototype 'right now' and can modify it at will and get the results quickly, as well as having no problem sending it to someone or reproducing it in several pieces, but it is still worth considering the cost here.
    I buy PLA filament (1kg spool) for 50PLN + shipping. I usually buy several spools, but you can assume that 1kg costs me about 60PLN.
    The cost of the electricity consumed when printing is quite small, even negligible.
    The weights of the elements (shown earlier) are about 50g per case half and 12g per panel.
    (The weight of the components will of course change slightly as we add PCB mounts in the case and as we cut holes from the panel)
    So we can estimate: (50+50+12+12)*0.001*60 - 7.44PLN.
    Nearly £10 for a full PLA version of the case from the theme.

    Major comments, conclusions
    A brief summary of the most important things.
    - the housing can be largely adapted to different screw lengths by changing the depth of the nut/bolt holes
    - we can now make the holes/mounts for the plate in the middle just as we made the screw mounts holding the top and bottom of the case
    - when designing the 3D model and printing we have to remember that the printer has its own printing accuracy and for example make the holes on screws slightly larger to take this into account
    - the Boolean and mirror tools (modifiers) in Blender make it very easy to create models which can then be easily edited
    - Blender can handle more technical applications, and tools such as Snap (snap) and pan/scale/rotate by a given value help a lot in keeping the right dimensions and distances
    - the version shown here is based on a wall thickness of 2mm; for PLA filament such walls are quite robust, although they could be stronger. If someone needs to have a very hard enclosure, then they can use a different filament (e.g. ABS) or thicken the walls

    Summary
    The enclosure shown here is fully functional and, above all, very comfortable. This way we can design the enclosure for our project once in Blender (or in another program) and then print it many times without any problems. We do not have to manually drill holes etc. with each piece as we do when using a universal enclosure from the shop. In addition, the whole editing of the case from here is easy and convenient - by using the appropriate tools from Blender, we can easily change the size of the case, add mounting holes, change the thickness of the walls, etc.
    And such a case is quite cheap - just 10 PLN per piece (of course, depending on the size, etc., the price varies).
    In the attachment below I give a .blend file of my enclosure:
    blenderCas....blend.zip Download(73.98 kB)Points: 0.5
    received by the file author

    PS: For technical reasons (forum character limit) I put the tutorial in the form of two posts.
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  • #3 18967188
    pawelcb33
    Level 24  
    Super thing, congratulations on the idea and the willingness to share it. I've been looking for something like this but haven't found it. I guess it's time to get acquainted with Blender
  • #4 18967198
    p.kaczmarek2
    Moderator Smart Home
    pawelcb33 wrote:
    I guess it's time to get familiar with Blender

    If a step is unclear or something is unsaid then let me know in the topic or possibly on PW, along with the step number where the problem is.
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  • #5 18967553
    Piottr242
    Level 23  
    When making an enclosure using this method, the main thing to do is to adapt it to the "guts" it will contain, i.e. in addition to the holes for the sockets in the lower part, the posts and holes for screws or bolts for attaching specific boards, or ventilation holes where the heatsink will be, etc...

    The most work with the Z-series "company" enclosures is precisely with making additional holes for fixing specific elements that are to go into it. It would be nice if the Author showed how to fit the holes in the rear panel to the mounting of the shown board in the case. So that when assembled with the back panel it would fit. Because that's where I see the biggest difficulty.
  • #6 18967619
    p.kaczmarek2
    Moderator Smart Home
    Piottr242 wrote:
    It would be nice if the Author showed how to fit the holes in the back panel to attach the shown board to the case. So that when assembled with the back panel it would fit. Because this is where I see the biggest difficulty.

    Good suggestion, it's possible I'll make a second part of this topic and show how to fit such an enclosure under a specific project. E.g. maybe under the Lidia 80 I was running a few years ago.

    But all the necessary information is rather already included in the first post, I would make the additional posts as I did the posts/holes for the screws bolting the case together.

    A simple vent can be conveniently made with an array modifier (which repeats the shape N times at fixed intervals) and then cut with a boolean.

    The enclosure shown here is made in such a way that you can easily adapt its dimensions already to a specific project and do not have to model it from scratch each time. This is all thanks to the use of appropriate modifiers (mirror, boolean).
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  • #7 18967688
    Piottr242
    Level 23  
    p.kaczmarek2 wrote:
    But all the information needed is rather already contained in the first post, the additional posts I would do as I did the posts/holes for the housing bolts.

    But the most important thing is how to make these posts in the right place , in correspondence to the socket hole on the rear panel.
    Their placement and alignment with the other component seems to me to be the biggest challenge in 3D drawing in anything other than Autocad, where we can type in the coordinates of each point 'at our finger tips'.
  • #8 18967749
    p.kaczmarek2
    Moderator Smart Home
    Piottr242 wrote:

    But the most important thing is how to make these posts in the right place , in correspondence to the socket hole on the rear panel.

    Aha, I understand what you are asking, I will include this in detail in the second part.
    But briefly, it's very simple to do based on:
    - 3D cursor from Blender (e.g. select in Edit Mode the vertex you want to be the reference point, do Shift+S -> Cursor To Selected, then select an object e.g. cutting a hole and do Shift+S -> Selection To Cursor)
    [Blender Tutorial] We design our own version of a universal 3D printed case
    [Blender Tutorial] We design our own version of a universal 3D printed case
    - already described moving by a given distance (G, X, 25 etc. etc.)
    - snap' to an edge/vertex/wall along a given axis (this along an axis allows you to match what you want very conveniently)
    [Blender Tutorial] We design our own version of a universal 3D printed case
    [Blender Tutorial] We design our own version of a universal 3D printed case
    - grid in general (under CTRL or switched on in the GUI)
    - or other similar methods, e.g. rotation around the cursor etc. (the 3D cursor can be the centre of operations, this is set here):
    [Blender Tutorial] We design our own version of a universal 3D printed case

    The methods described above are nice in that it is not setting 'by eye' but every fraction of a mm.

    Blender, although it may seem more 'artistically' oriented, has a lot of convenient features for this purpose and, once you get the hang of it, you can do a lot with it.

    If you are making a specific board, you might also consider getting an STL of that board somewhere and using that as a reference, or even modelling that board (the PCB itself) yourself and using that as a basis.

    Or set an image for the background (Background Image in Blender).
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  • #9 18968619
    p.kaczmarek2
    Moderator Smart Home
    It depends what exactly you want to do, as for me Blender is very convenient for small projects and I also use its less mechanical side. That way I have everything in one program.

    .:KoSik:. wrote:

    creating more complex threads.

    Leaving aside the issue that I'm unlikely to model threads at all, there's a ready-made plugin for that in Blender too (you just specify the parameters of them and they form, you don't have to make them on foot):
    [Blender Tutorial] We design our own version of a universal 3D printed case
    [Blender Tutorial] We design our own version of a universal 3D printed case
    You're probably going to say right away that I can't simulate planetary gearing in Blender - and that's a fact, but that's not what I'm trying to do. I'm just doing what's convenient there.
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  • #10 18968866
    lopr_pol
    Level 32  
    I understand the Blender course just why a universal enclosure when we have the ability in the 3d printing era to make an enclosure for a specific device.
    [Blender Tutorial] We design our own version of a universal 3D printed case [Blender Tutorial] We design our own version of a universal 3D printed case
  • #11 18969228
    p.kaczmarek2
    Moderator Smart Home
    lopr_pol wrote:
    I understand the Blender course just why a universal enclosure when we have the ability in the 3d printing era to make an enclosure for a specific device.

    " I have made my own version of a universal enclosure", i.e. implicitly that if we have a specific device, we can use its specific dimensions and make as I have shown under it.

    Even if you download the finished project file from the topic from me you can easily adapt an existing enclosure to the dimensions you need.
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  • #12 18969416
    siewcu
    Level 35  
    To be honest, it's very cool that you wanted to do something like this, but I think it could be done a lot easier in Fusion 360....
  • #13 18971051
    Anonymous
    Level 1  
  • #14 18971701
    timothy1989
    Level 12  
    Nice description of everything. On which nozzle was this housing printed? I printed on 0.8mm for such a large size. They say fusion 360 is an easy programme.... i just find it hard to switch from solidworks. I'll admit that pet-g is much better for such applications, although pla if anything it doesn't burn as well as pet.
  • #15 18972084
    siewcu
    Level 35  
    timothy1989 wrote:
    They say fusion 360 is an easy program.... only somehow I find it hard to switch from solidworks.

    The same problem applies to applications like this and similar, it's not new. Me jumping between F360 and Inventor gets lost ;) and that's as an amateur, in SW I couldn't do anything at all. Habits are hard to change, and after all, these are heavyweight programs, not toys - and the fact that the free version doesn't matter, because it's a mare anyway....
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  • #16 18972941
    HandMade
    Level 9  
    timothy1989 wrote:
    Fine everything described. On which nozzle was this housing printed? I printed such a large size on 0.8mm. They say that fusion 360 is an easy programme.... i just find it hard to switch from solidworks. I will admit that pet-g is much better for such applications, although pla if anything it doesn't burn as well as pet.


    It has fewer features so will be easier too. If you have the opportunity to legally design in SW then I wouldn't even consider switching. I switched modelling programs this way. From NX at work to F360 at home for personal use and if I had the opportunity to have NX privately I would take it. Sometimes you have to work hard in F360 to do something that was implemented as a feature in NX.
    As for the author of the topic, my impression is that you have the head too high. It's not milking your tracks on the first layer.
    I'd like to see a real Blender tutorial where you demonstrate how to make some sort of figure (which Blender is more suited to than housing type projects).
  • #17 18977077
    Tomekob
    Level 15  
    Super!!! Thank you very much for the valuable description.
  • #18 18977783
    Lukas1007
    Level 11  
    A simple trick for getting rid of the (sometimes troublesome to remove) support - simply leave a wall where the nut is to be supported, plugging a hole the thickness of one print layer (e.g. 0.2mm). This layer is then printed as a bridge and does not require support - subsequent layers are already built on top of it. When the print is finished, simply patch the hole with a suitable drill bit.
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