<p>Using cyanoacrylate to glue PLA parts sometimes leaves a white residue or haze near the glue locations.  Is there an easy way to remove it?</p>
<p>I've tried water and alcohol swabs but after drying the haze remains.</p>
<p><a href="https://i.stack.imgur.com/cw1pu.jpg" rel="nofollow noreferrer" title="Photo showing white residue"><img src="https://i.stack.imgur.com/cw1pu.jpg" alt="Photo showing white residue" title="Photo showing white residue" /></a></p>

Make sure to set the scale properly for your use case!
In CAD, you define your measurement space in either Inch or in Millimeter units, and that is your grid. In blender, the native unit is the meter.
This can be easily converted in exporting (remember to set it to scale!), but it is best to just set the measurement scale to actually match what you design: if you want to design a 5 mm hole, set your scale to Millimeters and make sure you export in millimeters. If you want to design in meters (maybe you design a building), then work in meters, and set your export scale in the end so that 1 meter actually is represented as 1 meter - or rather as 1000 millimeters.
The STL in the end will not know the difference
: it all is defined in scales of
unitary units
, and it doesn't even know if it was originally designed in meters, inch or angström. The typical slicer expects the unit to be either millimeters or inch, so any scaling of the exported model that does not result in units equivalent to 1 mm or 24.5 mm is bad procedure - converting between these two types is just scaling the model by 2450%.
Make sure to design closed manifolds made up of triangles!
When working with blender, it is very easy to leave the item in a shape that contains multiple intersecting, non-manifold surfaces and areas of inverted surfaces. While
interecting shells
is not a problem (the slicers can handle those by unionizing the item), the intersection usually covers up the non-manifold areas, making them hard to spot.
As a result, before finalizing your project, I suggest follow this procedure:
In Blender, turn on the visual for the normals of surfaces. If an area does not look like a hedgehog after that, the normals in that area are reversed and you need to flip the surfaces there or re-mesh it.
Triangulate the surface using the triangulate modifier. This is to spot artifacts from conversion to STL early and be able to fix them: STL only knows triangles, while blender knows
bent
n-gons.
Add a new object. A cube with side length 1.
Do a test export to STL with scale 1, which also contains the 1-unit cube as an extra shell.
Import the model into a software such as meshmixer, that has a command to separate shells.
Separate the item to all shells. In Meshmixer this is in analyze, separate shells.
After separating the shells, measure your 1-unit cube. If it is not 1 mm, calculate your scaling factor. It should be a multiple of 10.
Next, you should check each shell for gaps or other errors. In meshmixer, the automatic analyze feature points to these areas with red, blue and magenta lines.
Fix the marked errors in blender, then return to the test export. This time use the proper scaling factor. Repeat until no errors remain.