Imprint

To produce a non-manifold geometry model from a manifold geometry, coincident surfaces must be merged together (See Geometry Merging); this merge can only take place if the surfaces to be merged have like topology and geometry. While various parts of an assembly will typically have surfaces, which coincide geometrically, an imprint is necessary to make the surfaces have like topology. To preview which surfaces can or should be imprinted, or to force imprints that the regular imprint command misses, the Find Overlap command can be used.

The commands used to imprint bodies together are:

Imprint <body1_id> with <body2_id>

A body can also be imprinted with curves, or vertices and surfaces can be imprinted with curves. It is useful to imprint bodies or surfaces with curves to eliminate mesh skew, generate more favorable surfaces for meshing, or create hard lines for paving. Imprinting with a vertex can be useful to split curves for better control of the mesh or create hard points for paving.

Imprint Body <body_id_range> [with] Curve <curve_id_range> [keep]

Imprint Body <body_id_range> [with] Vertex <vertex_id_range> [keep]

Imprint Surface <surface_id_range> [with] Curve <curve_id_range> [keep]

An Imprint All will imprint all bodies in the model pairwise; bounding boxes are used to filter out imprint calls for bodies which clearly don't intersect.

Imprint [Body] All

Another form of the imprint command,

Imprint Mesh {Body | Volume} <id_list>

uses coincident mesh entities and virtual geometry to create imprints. See the Partitioned Geometry section for more information on this command.