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Product development and prototyping

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Product development does not end at a body that looks good on screen. Many parts carry a board, a motor or a sensor. At eksenix.com that work is part design and production.

A typical sequence: you describe the use, then rough size and interfaces. Grip and layout are tried in large-format FDM. When load and tolerance show up, the material and the process are chosen again. If there is electronics, put the cable path, screw bosses and hot-component clearance in the first model. Leaving them for later buys a second prototype that repeats the first mistake.

Fink Games and Coforob appear here as engineering and manufacturing references: design, mechanical parts and production. We do not write a dimension their own sites do not publish. Details stay on projects.

A solid model, the critical dimensions and a material note are enough to start. You do not need to invent a machine brand. The boundary is on engineering and part design. A quote does not become binding before that boundary is clear.

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