Tet Gen
1) Load a surface
For instance, this one, courtesy of Stanford University (credits, terms of use, more models).
Note: If you try with another surface that has holes, or that is non-manifold, see this tutorial.

As with most scanned meshes, the quality of the triangles makes it difficult to use it for tetrahedral meshing.
2) Remesh the surface
Mesh->remesh->remesh
target edge length: -100 (or use -200 for smaller triangles)

This generates nearly equilateral triangles.
3) Create a tetrahedral volume
Scene->create object
type: WhetGrid (this stands for "weakly heterogeneous grid")
name: armadillo_tet
Select armadillo_tet in object list
4) Tetrahedralize with bundeld TETGEN
Geometry->stuff surface
surface name: armadillo
quality: 2.0 (use 1.5 for smaller tets)
5) Visualize the result
In viewer controls (top left)
selected only
In shader pane (right)
border->off
solid slices->on
x_slice->on

6) A more complicated example
You can try with the result of the MeshRepair tutorial, that you can download here.
Let us try it:
Scene->create object
type: WhetGrid
name: dragon_tet
Select dragon_tet in object list
Geometry->stuff surface
This fails. This is due to the fact that the surface has self-intersection. Fortunately, TETGEN detects them, and Graphite marks them as red dots (locks). They are under the mouth of the dragon

Now that we understand the problem, let us fix it (using Laplacian smoothing):
Mesh->lock/unlock->grow locks
nb_iter: 7
Mesh->lock/unlock->invert locks
Mesh->optimizer->optimize geometry

The surface no longer has self-intersections and can now be tetrahedralized.
Select dragon_tet in object list
Geometry->stuff surface
Shader pane
border: off
solid slices: on
x slice: on
