this video i'm going to show you how i went about modeling my own little
time lapse trigger holder for my 3d printer if you want to learn more about 3d printing layer lapses
and go check that out over in the cards or linked down in the description what's up i'm jonathan and
welcome to baker tales where i'm sharing my maker journey to help you go further in yours so don't
forget to subscribe and hit that little bell icon to never miss an opportunity to keep making here
we are starting on a fresh blender file we're going to create that little trigger system that
i had to hold my trigger release system for doing 3d printing layer of time lapses i want
to select everything delete it and if you want to do this before go down into the description
you can see all the dimensions right there and try and give this a go i'm going to start this off by
creating the cutting body of the inside of what my trigger dimensions are so i'm starting with
40 here and then i'm actually going to go and use the dimensions here the x is 22 and the z doesn't
really matter but i'm going to change this to 20 now so remember we've just played around with our
scale so we have to go ahead and apply our scale i'm then going to do a shift D duplication and i'm
going to re-edit these numbers here so this here should now be 26 by 46 i think no by 48
whoops there we go 48 and that is about right now this isn't in the right placement because
right here this is going to be the side that's against my 3d printer and this side here shows
up as six millimeters thick so let's go ahead and deal with that now just for future i like to keep
that on vertex snapping i'm going to use some cad transforms here got to go g move this on the y
snap it to here normal movement now g y minus 6 and there we have it now we can go ahead and do
a minus boolean right there with our bool tool and we get this lovely shape now already that's
almost there now there is a little cutaway right here that i'm wanting to do that i haven't done
to this cube yet so what i'm going to do is i'm going to grab this cutaway cube i'm going to go
ahead and focus the view of it go into edit mode i'm going to add a loop cut i'm going to push
that loop cut all the way down then i'm going to go g z and bring this up it looks like it's
13 millimeters and then i'm gonna go ahead and grab this face here and extrude it out
oops i got it all i need just this face extrude that face out fantastic now what does that
exactly do well it does this if we go out of there we've now just done that lovely cutaway
real quick and easy okay so with that there now let's go ahead and deal with our holes here on the
side so i'm going to go with my 3d cursor snap it to that face there create myself a cylinder
and i like to have a pretty high vertex count for this i'm going to change this by times it by three
my radius well i know my diameter my diameter is seven so i'm going to go seven divided by two here
and then that's going to do it all for me the depth doesn't really matter so i'm just going
to go for something nice and high let's go for 10 and this does matter the rotation i
need to change that to 90. great so now that is a sort of like our cutting object made anyway
the beginning of our cutting object made let's go ahead and use our cow transforms once again
let's go g space to cancel all of our snapping shift f to go face center snapping and i'm going
from face center to v to a vertex right there why is that because i have the dimensions that this
on the x in this direction is exactly 10 millimeters so minus 10 and then g z minus
5.5 is what i decided to go with here all right so that's almost there but as you can see i have
a little smaller hole here and this should be one millimeter sent to the back now before i go
ahead and do that i'm going to go shift d right click g i'm going to move this along on the x
and it looks like from the drawing i've got 12.75 millimeters in the other direction and
i hit enter and we'll come back to that one later so from here i'm going to go shift d
right click then i want to change the dimensions right here now the dimensions that i want to go
for is 3.8 in diameter by 3.8 of course we've just played around with dimensions so make sure
you apply the scale then let's go g y move this out a little bit because it doesn't really matter
but what we're going to do is join these two together so let's go ctrl shift plus so this
is now one entire object and now let's go g y and move this one millimeter so that is more like our
drawing now there is a hole on the other side of here that is exactly the same so let's just take
this into edit mode let's grab this edge loop here go g y and pull that all the way along like that
in fact we can now go ahead and do our cut so let's do that cut then there we go we've cut
it that's exactly how it should be now we have this lovely thing right here what i'm going to
do is we're first going to go ahead and fiddle around with dimensions of this the z of this
needs to be set from what i'm saying to 7.5 so let's go 7.5 fantastic then i'm going to go
g y pull that out and then i'm going to take a top view look take this into edit mode
x-ray as well and then i'm going to select straight down the center like that and i want to
delete that half there so x delete those vertices let's go out of x-ray let's join this up here so
f and join that up there f then let's select all of that f do the same let's invert our selection f
then do an edge loop selection of this f and then let's extrude this out now the reason why we've
done that is because even if we did just go ahead and pull that out there would have been a small
change this would have gone just the smallest tiniest bit um shorter so let's go ahead now that
that's in place we can just go ahead and snap this face over to that face and we've got lovely face
snapping with our card transforms here so let's just go face from this face constrained on the y
this y please to this face over here fantastic so that's that there let's select those two do
a cutaway and you can see that that's turned out brilliantly now we can see that the scale's a bit
off here so i'm just going to select this make sure that our oops not saving our scale
is set properly here and that our scale on this one is also set properly because we're going to
get some problems if not so now that that has gone ahead and set that scale actually i want
to show you what problems we're going to get so let's undo that last fixing of the scale i'm on
purpose i'm leaving this scale wrong to show you why we want to go ahead and do that but this here
is basically ready to go ahead and do our last little modifications so the best way that i go
about and do that is i go ahead and select everything left scene go shift d right click
i create a new collection and i drag what we just copied into that collection i then call this ref
for reference so if i ever want to go back to it and then i turn on all my restriction toggles turn
them all off here so that this is sort of like a a save so to speak of that state now i actually
go ahead and save my file you should really save your file beforehand so if blender ever
does crash it you can sort of recover the file so let's go ahead and save that now so file save as
i'll call this trigger holder great so we've got trigger holder done right there so trigger
holders now set i'm going to select this going to go over to the modifiers i'm going to apply
all of them now because that is perfect i can now go ctrl i invert the selection you'll see
it won't select anything in here and we can just go ahead and delete that so now we have this
lovely bit of mesh that we've created so before we go ahead and get any trickier with it let's take
it into edit mode let's go vertex selection select everything merge by distance double check that
there isn't any weird things happening there and there isn't that seems to have turned out quite
nicely for us all right well now let's go ahead do an x do a limited dissolve and set this to
0.1 now that should get rid of a couple of edges but there's a few edges here that i'm not too
happy with like i don't really want that edge right there i don't really want this edge going
over there and things like that so let's go ahead and fix this up now the main reason why i'm doing
this and remember i'm doing this with j because that will cut the face itself is because i want
to add a bevel to these corners here and sometimes it's just best to just keep edges away from those
bevels when we're doing this super um what's it called non-quad geometry you just want to sort of
give it as much room to breathe as possible so i'm going to go ahead j on all of those then i'm going
to select edges that i do not want to deal with so we're going to oh wait just before i do that one
let's select this one and set that up there if not we're going to have some problems with that one as
well and i'll select that one to that one up there and just double check on this side oh that one's
yup that's fine there let's do one last check over here that's good okay so now i'm going to select
all of these right here these are all the ones that i want to sort of just delete remove they
they're adding more pain that i want to have now they're not that annoying but we're going to do a
dissolve edge and see if that screws things up it does not it's made this very clean oops i forgot
to do that one as well dissolve that edge let's select everything quickly do a merge by distance
double check there's nothing wrong okay now this is the main thing that i wanted to show you
so we know that the scale factor is wrong and this is what happens in edit mode when your
scale factor is wrong and you're trying to do a bevel you see how this bevel isn't quite right
it's just this should be a 45 degree and it's not turning out how it should so that's all to do with
your scale factor here so make sure you go ahead and apply that scale because now when you'll do
your bevel it will give you more of a 45 degree okay it might be very subtle on this one because
it's not that crazy but anyway so i'm going to go max here i'm going to go with a clamp overlap
brilliant do the same with this one here go max clamp overlap select everything merge by distance
removes all those vertices that were over in the same exact space and that is basically us sorted
let's just do a quick little check that all this is looking good it is let's just give this a quick
little look with our 3d print toolbox and it's looking pretty damn good there's one non-flat face
let's just take a look at what it is it's this one over here i don't think that's going to give us
any problem it's because this is connecting right there if you wanted to sort that out
all you have to do is reconnect that one up to that vertex up there and let's see do we have
that same problem on this side no so all that's really happening here and it's actually probably a
good thing to just show you how to fix this just go ahead grab these two we'll select that one
and then we will go oops merge and at last and then once we've done that
we should have a flat face now let's see check all that's now a nice flat face there's a couple of
overhangs that's just letting us know right over here that there are some problems
and there's another way that we could have analyzed the mesh but i think that's going
to be good enough for right this moment so let's select that double check that it's all looking
good it is indeed let's export this as an stl now so file export stl and make sure you go
selected only i'm going to go to my desktop export that i'm going to take it into prusa and
see how that turned out so here we are in prusa slicer and so far so good you can see that it's
looking like a very clean mesh here yep let's go ahead and slice this up see how it's turning out
and it's all looking good just be aware that you probably want to paint on some supports right
there you don't really have to matter too much about this right here if you wanted you could
turn that into a more of a teardrop shape let's go ahead let's pull this down just double check that
the mesh is looking good it is indeed let's get this printed and then if you want to see it in
action you go check out my other video where i show you how i do my 3d printing time lapses
and there you have it that's how i went about modeling my own little time-lapse trigger
holding system now if you want to see this in action of course it's still in the cards or a
link down in the description and remember the key takeaway from this is that scale is so important
not only just for modifiers but for beveling to and edit mode because it just seems to work like a
modifier but within edit mode a huge thank you to my patrons you guys are absolutely awesome and it
means so much to have your support and if you're enjoying what i'm making here you think i'm worthy
of your support i would love to see you there too don't forget that we have a discord and that's
linked down in the description thank you for watching keep making and let the quest continue