I also have another printer coming, the Prusa Mini. I have the MK3 already and it is great, the Mini is supposed to be as good if not better, now that they have the production problems straightened out, we will see it about the middle of January.
Well, when it comes to 3D, there is CAD software, solid modeling and 3D modelers intended for animation.
Some of them are great and different interfaces appeal to different people.
And then it depends on where you come from in the 3D world. Most of my experience is in Lightwave 3D, Real3D, Blender, and a old version of Cinema 4D. There is a difference in the workflow with them and FreeCAD, openCASCADE, and high end programs like Solidworks. This mostly has to do with the accuracy required and types of models built in the programs. I have way more time in the 3D modeling / animation programs than the 3D CAD software.
You can get dimensional accuracy during the build with some of the 3D modeling programs, but not to the level the 3D CAD programs do. You can also model "organic" objects in 3D CAD, but it is no ways near as easy as what are called 3D sculpting programs (Typically used in animation in the past). There were long discussions between my twin brother, who did CAD/CAM and worked in MasterCAM (and was so good he made MasterCAM do things the company told him were impossible to do . . . until he showed them), and me doing animation in Lightwave and Blender, about the differences and the tools that were available to the modeler. (When we started discussing particle animation was where I left his realm, just like when he started talking about streamlining tool paths). Things like poesable figures in animation software where the muscles flex as you reposition a skeleton are the same, yet different from how linkages work in mechanical models. At one point I wanted to get into the 3D animation industry. Until I had a rendering bug crop up in the program I was using, and even setting up a temporary rendering farm, I was barely able to get the video rendered and dropped it off to the editor about 10 minutes before the drop dead time. I like industrial deadlines better.
This is why, for new people to the 3D world, I was thinking a list of tools they could try would be nice to put out along with a rundown of what the tools are good at doing. (Strengths and weaknesses).
I was with a group that modded a flight simulator and later worked on a WWII submarine game. In both cases we put a list of software that was available for free that other people interested in starting to model and mod could download. We also had a topics dedicated to the most popular of the programs we provided links to. Hence the idea. There is a plethora of models out there not built in 3D CAD programs, some in weird formats, that would be fun to print. But they need to be brought into a program to be tweaked in ways a slicer can't do.
3D printers have unintentionally created a bridge between the 2 world with printing mechanical models and things like figurines. It will be interesting to see where things go from here.
Saw a caboose on the model railroading show "What's neat this week" that was done with a resin printer. Amazing.
But for me resin printing is too expensive of a format to learn in
I think it would be fun to for example, import and clean up let's say, a velociraptor that is rigged (has bones and is poseable before exporting). This one as an example, is only available in fbx and c4d formats.
Or if you need an overweight figure
Also, many people are often sloppy and have missing polygon faces, vertices numbered backwards, or double faced polygons that need to be cleaned up first. All3DP has a tutorial on using Blender to clean an object up before importing it into meshworks discussing this as an example.
There is a HUGE world out there when it comes to 3D when you combine the different worlds. It can be intimidating for a new user if they have to dig up information on their own.