I use Caligari trueSpace 6.6 for the things I design. It can import STL but it 
does have an issue with it and some other formats. It scales them so that the 
largest dimension in X, Y, or Z is 8 units long, in the currently selected unit 
scale, thus a large object will import able to fit within an 8mm cube.

To fix that I load the STL in the slicer to get the XYZ dimensions. Then in 
trueSpace I use the object panel to type in the numbers from the slicer and the 
STL is now proper size. I then save it in trueSpace COB format for further work 
on it. When ready to print, it gets saved in STL. 
 
A "feature" of STL is it only uses one measurement unit, millimeters. So in 
trueSpace I can model in millimeters, centimeters, or meters and as far as STL 
is concerned all three are millimeters. Ie a cube 20.453 
mm^3 prints the same size as a cube modeled at 20.453 M^3
Thus if I'm designing something tiny I can model it in single digit meters so I 
don't have to zoom way in. If I'm making a larger object I can work in 
centimeters or millimeters so I don't have to zoom way out.
trueSpace can of course work in Imperial/US units but then one must think of 
the conversion factor because when exporting to STL it ends up an inch (or 
other unit) = a millimeter.

Some time ago, Microsoft bought Caligari and released the then current version 
of trueSpace 7.6 as freeware. Their intent was to challenge Google Earth with 
Bing Maps and Microsoft Virtual Earth, and that people would use the free 
trueSpace software to populate them with 3D buildings and other things. 
Apparently the public at large wasn't much interested and Microsoft soon cast 
TrueSpace adrift. It can still be downloaded in a couple of versions. One has 
both the new 7.6 environment and the old 6.6 environment in one package and it 
able to switch between them. The 6.6 system in 7.6 is pretty much 100% the same 
as standalone 6.6 so anyone familiar with prior versions will feel right at 
home.
The later release shed the 6.6 system, much like PlayStation 3 dropped support 
for Playstation 2 games. The 7.6 environment is a lot different, more advanced 
in many ways and apparently better for animation, which is what Caligari was 
intending the software for since its origins on Amiga.
There's an active trueSpace forum here, with lots of useful information. 
https://www.united3dartists.com/forum/
Would be nice if Microsoft would release what trueSpace source code they can as 
open source. Obviously they can't release parts like the Lightworks rendering 
engine. At the time Caligari made the deal to include Lightworks with 
trueSpace, Lightworks as an addition for other 3D software cost quite a bit 
more than the whole cost of trueSpace plus some extras.

    On Saturday, May 30, 2020, 3:28:59 PM MDT, Chris Albertson 
<albertson.ch...@gmail.com> wrote:  
 On Sat, May 30, 2020 at 2:02 PM Thaddeus Waldner <thadw...@gmail.com> wrote:

> OpenSCAD will not even open an STL. So it loses in this competition.
>

It does not matter if OpenSCAD can open an STL.

Do NOT download STL models from the suppliers.  They are nearly useless.
Get the STEP files or whatever other format you CAN import.  You are going
to have to modify any gear model unless you are very lucky and you really
can not modify an STL.  Then after moding the gear save it as STL.  You
slicer can only use STL.

I posted a picture of what is on my printer right now.  Usually, you almost
never want a standard part.  Usually, gears are used to drive some other
parts and make them move.  If you have a printer you can make the
grear and the driven part at the same time and it is much better then using
fasteners like setscrews.  A simple example is below.  It is just a pulley
with some places where bearing can be pressed in and some threaded M5 holes
to hold another part. (This will take 6 hours on my printer.)

Let's say you are making that BS1 drive.    I bet something like this is
needed.  There would need to be bearing and a pulley so you'd want the
pulley to have recesses for the thrust bearing and mayybe a way to attach
the handwheel so you could stil use the BS1 manually.  Then you think "Why
attach a hand wheel when I can print it already attached?    The part below
is used to rotate a ball nut and transfer the load to a deep groove sealed
bearing.

[image: pulleyUpperFlange.jpg]  
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