Picture of 3D Print and Animate Yourself

This instructable aims to show you the step-by-step process of takin a full-body scan and manipulating into any different position for a 3D print. I made the steps as short as possible, so anyone would be able to perform their own 3D scan easily.

Also, I thought some people would be interested in animating their mesh, so I decided to add the basic steps to doing so, at the end of this instructable. The video of the example animation can be found here:

Scan by on Sketchfab

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Step 1: Gathering Materials

Picture of Gathering Materials
The three basic materials required for this project are:
- Microsoft Kinect (ASUS Xtion and PrimeSense will also work)
-Computer (with a fairly good graphics card)
-turntable (if you don't have one the steps to make one are included in this instructable)

Once you have met the prerequisites above,  you will need access to additional software (All the software used for this instructable is either free, or has a "lite" edition that you can use)

- Reconstruct Me 
The newest version is much more user-friendly, but if you do not purchase the lincense, little spheres will appear in your output mesh much like a water mark. the older version does not have this watermark, but can be harder to use, and can sometimes be a bit "buggy".
Newest version download -
Older version download -

- Meshlab
Downlad -

- Blender (I used version 2.66, but 2.67 should also work fine)
Download -

- netfabb 
netfabb has a cloud service where you send an stl file, and it will attempt to repair it within five minutes and send it to your email.
netfabb cloud -
netfabb studio

yun tian1 year ago

very cool, thank you .

jcduplessis2 years ago
Very nice instructable dude! Lot of very useful info here, thank you!
joshdont2 years ago
This is an awesome instructable, thanks for posting this!
TREX ZoaR0K2 years ago
real cool im definitely going to do this when i get my 3d printer
very good, never really knew how to use bones in blender. but how will you texture yourself in the animations you produce.
That's a really good idea. Initially I wasn't sure how to add an image to multiple planes, but I did find this tutorial that explained how to do it very well.

To create the image, that will be placed on the mesh, here are the steps I would suggest.
1. Obtain a program that would record your pc screen. I use the lite/trial version of "Microsoft Expression Encoder" available at:

(This is so that you can record the images that the kinect picks up as in step 12. Then go back and using the "prt sc" key, be able to make images out of the directional positions of what you are capturing. Also, by doing this the image will match the creases of the mesh perfectly.)

2. To edit the images that you have captured using the "prt sc" key, you can use a program such as "Gimp" available at:
great instructable!
Kiteman2 years ago
This looks good.

If you already had a mesh from something else, say 123D Catch, could you use it as the base to work on from step 16?
Spartan H45 (author)  Kiteman2 years ago
Yes, if you import the mesh you made in 123D Catch into MeshLab alongside your scanned mesh you can either orient it's positioning there or do it later from Blender.

I believe that you can edit meshes made from most (if not all) of the 3D modeling software currently available. For example, I was able to import an .stl file I made in "Autodesk Inventor Professional" into MeshLab and from there export it into Blender to animate it.