Also experimented with new UX to raise the conficts and guide the user based on the current capabilities of the system. I think there's huge potential in what can be done on the front of "hardware vibe coding": having single source of truth, visualize assumptions, get animations of the part working, show where will be the supports, so they don't mess up the face of my figurine...
Right now I used it to generate many stupid figurines like Shrek-o-llama, or a brutalist deadlifter lifting my huge name from "concrete". Did not oreder it, but printed myself from the STL, coz it fixes the thickness in a smart way to be printable (it's quite cautiuos). The print may change from the original 3D mesh, but you can JUST see what part of the statue will be changed. Right there, in the app, before you commit :D
Next is articulated statues and in-place printed hinges, so that you can make enclosures. Then combining it with CAD precission, so that it actually fit if you make, say, Rasp Pi enclosure, or ice-skating shoe GoPro mount.
Right now I used it to generate many stupid figurines like Shrek-o-llama, or a brutalist deadlifter lifting my huge name from "concrete". Did not oreder it, but printed myself from the STL, coz it fixes the thickness in a smart way to be printable (it's quite cautiuos). The print may change from the original 3D mesh, but you can JUST see what part of the statue will be changed. Right there, in the app, before you commit :D
Next is articulated statues and in-place printed hinges, so that you can make enclosures. Then combining it with CAD precission, so that it actually fit if you make, say, Rasp Pi enclosure, or ice-skating shoe GoPro mount.