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Integrated BIM tools, including Revit, AutoCAD, and Civil 3D
Professional CAD/CAM tools built on Inventor and AutoCAD
Explore building on existing geometry using primitive shapes, how to use the bridge command, and how to use soft modifications.
Type:
Tutorial
Length:
6 min.
Tutorial resources
These downloadable resources will be used to complete this tutorial:
Transcript
00:03
In this next lesson,
00:05
we're gonna take a further look at building our
00:06
scope to match our sketch using primitive shapes,
00:11
the British command
00:14
and soft modifications.
00:18
The process I'm gonna take here
00:20
is to define the front and rear sections
00:22
as we have other components which will be assembled to these sections later.
00:26
Therefore, it
00:26
is best if we accurately define these. Now, then bridge the two together
00:31
at times.
00:32
You may find it easier to work with reference sketches based off the canvas.
00:35
So you can focus on specific areas,
00:39
you can create sketches off the canvas,
00:41
then simply hide the canvas when not needed
00:46
before you begin refining,
00:47
I want to address the normals of our cult.
00:50
We can see this yellow face
00:52
which indicates an internal face
00:54
whereas we want to reverse this.
00:56
So the appearance which has been applied to
00:58
our component is showing us our external face.
01:02
If you ever need to reverse these normals, simply use the reverse normal command,
01:07
select the respective body
01:09
and press. OK.
01:11
Now we can refine our mesh.
01:13
And whilst in the edit four mode,
01:14
let's create the additional surfaces for our front section using the York
01:18
drag technique,
01:21
I'll extend the first approximately one third of the way down,
01:25
then use a scale to zero trick to make this horizontal.
01:29
I'll then repeat this a couple more times to the bottom of our sketch.
01:33
I now want to join these two bottom edges at the mirror plain.
01:37
But first, if we go to our left view, we can see that we have a dead straight surface.
01:41
Whereas we need some curvature.
01:44
I just want to get these roughly in position for now using the edit form command.
01:47
As after we merge edges together, we'll be refining to the intended shape
01:57
to merge the edges.
01:58
I can either use the world vertices command,
02:00
making sure the vertex midpoint we mode is selected
02:04
or as in this case, I can use the emerge edge command.
02:12
You can see the newly joined edges are now situated along our mirror plain
02:16
and we have the green line to confirm this.
02:19
Now we have our front mesh section in place.
02:21
I will edit the form to match our canvas,
02:23
making sure we have smooth transitions between faces
02:27
as always going into box display mode at times really helps us achieve this.
02:41
Now, we can take a look at creating our rear section
02:46
as a post surface modeling process.
02:48
We are going to perform solid modeling
02:49
and assembly procedures on this rear section.
02:52
Therefore,
02:53
if we have a perfect circle as our base construction,
02:56
it will help with these procedures as we know
02:58
we are working with a completely circular and uniform feature
03:01
to do this.
03:02
We can add a primitive shape by selecting cylinder from the crate tool bar
03:06
and position it on the YZ plane.
03:10
We can again set the number of diameter and height faces.
03:13
And when doing so,
03:14
it is best to bear in mind the number of edges you will be joining to later,
03:19
I can see four edges on the same YZ plane.
03:22
So I will leave it as an eight silo cylinder. Due to the symmetry,
03:27
I reduced the number of height faces to two.
03:29
So we have one set of edges that can be
03:30
edited whilst having less impact on the outer edges,
03:35
we can always add or remove edges where necessary.
03:37
So best to start with the minimum needed, then go from there.
03:43
Now use the edit form command to move your cylinder
03:46
into a more appropriate position as per the reference sketches.
03:56
Next,
03:56
we want to bridge our front and recently
03:57
created rear services together using a bridge command.
04:07
You'll notice that the rear section turns red, which is not a major issue.
04:11
It just means the mirror from our existing body was not carried across
04:15
to resolve this. Simply clear the symmetry. Then reapply
04:20
you may notice here, I'm using the internal mirror command instead,
04:25
this is when we didn't want to duplicate an existing body,
04:28
but rather create a mirror within an existing body.
04:31
Now we have our front and rear sections, we can start to fill the gaps between
04:36
I'm going to use a bridge command again to join
04:38
these bottom edges between the front and rear meshes.
04:43
Here, we need to consider the amount of edges on any adjacent surfaces
04:46
so that when we go to bridge any subsequent gaps,
04:48
the number of edges on each respective face match.
04:52
For instance, here I can see four edges.
04:55
Therefore, I'll set a number of faces to also four.
04:59
Not only will this make our lives easier
05:01
but will also help maintain good topology of your model.
05:06
I'll use the bridge command once more to create a central section
05:09
again using four faces. So we can align with the top and bottom faces.
05:15
You might wonder why I didn't include this in the previous bridge command.
05:18
And the reason is to show you some other features in the sculpt environment.
05:24
The world vertices command will merge any two vertices either by the last selected
05:28
their midpoints
05:30
or by a specific world tolerance
05:33
by ensuring we have the same amount of faces on the top central and lower surfaces.
05:37
We can easily weld any remaining vertices together to create one mesh.
05:42
You will also notice I can box select
05:44
over two vertices which may be in close proximity
05:47
and therefore difficult to select and they automatically weld together.
05:53
Now we have our base shape in place.
05:55
We can see we have a number of areas to refine before adding the detail.
06:02
The first thing I want to do is insert
06:03
an Asia approximately where we have this blind point.
06:06
We know we could use an extra set of edges here as the body has a change in direction.
06:10
So it will help create our form.
06:13
I'll double click on an edge to select the entire edge group.
06:16
Select insert edge from the modify, drop down menu
06:19
and place it approximately in position.
06:24
And now want to go back and edit our form to match our
06:26
reference sketch knowing that we have sufficient edges and phases in position.
06:30
Over this time, we're gonna use a soft modification tool. Instead,
06:34
soft modifications affect surrounding vertices depending on the extent
06:38
distance
06:39
transition and weight value set.
06:42
As you can see here, I can amend one vertices
06:45
and any surrounding vertices will also be affected depending on the set of values.
06:51
I'll finish matching our form to the reference sketch.
06:53
Before we finally take a look at the flat and command
06:58
the flat and command lets us align a set of vertices to a best fit
07:01
a selected plane
07:02
or parallel to a selected plane.
07:05
I want our front set of edges to be
07:07
flattened as we will be using subsequent surface modeling techniques
07:10
and to help maintain good form, it is best if these are aligned
07:15
then to finish off, we'll move these back so they match our reference sketch.
Video transcript
00:03
In this next lesson,
00:05
we're gonna take a further look at building our
00:06
scope to match our sketch using primitive shapes,
00:11
the British command
00:14
and soft modifications.
00:18
The process I'm gonna take here
00:20
is to define the front and rear sections
00:22
as we have other components which will be assembled to these sections later.
00:26
Therefore, it
00:26
is best if we accurately define these. Now, then bridge the two together
00:31
at times.
00:32
You may find it easier to work with reference sketches based off the canvas.
00:35
So you can focus on specific areas,
00:39
you can create sketches off the canvas,
00:41
then simply hide the canvas when not needed
00:46
before you begin refining,
00:47
I want to address the normals of our cult.
00:50
We can see this yellow face
00:52
which indicates an internal face
00:54
whereas we want to reverse this.
00:56
So the appearance which has been applied to
00:58
our component is showing us our external face.
01:02
If you ever need to reverse these normals, simply use the reverse normal command,
01:07
select the respective body
01:09
and press. OK.
01:11
Now we can refine our mesh.
01:13
And whilst in the edit four mode,
01:14
let's create the additional surfaces for our front section using the York
01:18
drag technique,
01:21
I'll extend the first approximately one third of the way down,
01:25
then use a scale to zero trick to make this horizontal.
01:29
I'll then repeat this a couple more times to the bottom of our sketch.
01:33
I now want to join these two bottom edges at the mirror plain.
01:37
But first, if we go to our left view, we can see that we have a dead straight surface.
01:41
Whereas we need some curvature.
01:44
I just want to get these roughly in position for now using the edit form command.
01:47
As after we merge edges together, we'll be refining to the intended shape
01:57
to merge the edges.
01:58
I can either use the world vertices command,
02:00
making sure the vertex midpoint we mode is selected
02:04
or as in this case, I can use the emerge edge command.
02:12
You can see the newly joined edges are now situated along our mirror plain
02:16
and we have the green line to confirm this.
02:19
Now we have our front mesh section in place.
02:21
I will edit the form to match our canvas,
02:23
making sure we have smooth transitions between faces
02:27
as always going into box display mode at times really helps us achieve this.
02:41
Now, we can take a look at creating our rear section
02:46
as a post surface modeling process.
02:48
We are going to perform solid modeling
02:49
and assembly procedures on this rear section.
02:52
Therefore,
02:53
if we have a perfect circle as our base construction,
02:56
it will help with these procedures as we know
02:58
we are working with a completely circular and uniform feature
03:01
to do this.
03:02
We can add a primitive shape by selecting cylinder from the crate tool bar
03:06
and position it on the YZ plane.
03:10
We can again set the number of diameter and height faces.
03:13
And when doing so,
03:14
it is best to bear in mind the number of edges you will be joining to later,
03:19
I can see four edges on the same YZ plane.
03:22
So I will leave it as an eight silo cylinder. Due to the symmetry,
03:27
I reduced the number of height faces to two.
03:29
So we have one set of edges that can be
03:30
edited whilst having less impact on the outer edges,
03:35
we can always add or remove edges where necessary.
03:37
So best to start with the minimum needed, then go from there.
03:43
Now use the edit form command to move your cylinder
03:46
into a more appropriate position as per the reference sketches.
03:56
Next,
03:56
we want to bridge our front and recently
03:57
created rear services together using a bridge command.
04:07
You'll notice that the rear section turns red, which is not a major issue.
04:11
It just means the mirror from our existing body was not carried across
04:15
to resolve this. Simply clear the symmetry. Then reapply
04:20
you may notice here, I'm using the internal mirror command instead,
04:25
this is when we didn't want to duplicate an existing body,
04:28
but rather create a mirror within an existing body.
04:31
Now we have our front and rear sections, we can start to fill the gaps between
04:36
I'm going to use a bridge command again to join
04:38
these bottom edges between the front and rear meshes.
04:43
Here, we need to consider the amount of edges on any adjacent surfaces
04:46
so that when we go to bridge any subsequent gaps,
04:48
the number of edges on each respective face match.
04:52
For instance, here I can see four edges.
04:55
Therefore, I'll set a number of faces to also four.
04:59
Not only will this make our lives easier
05:01
but will also help maintain good topology of your model.
05:06
I'll use the bridge command once more to create a central section
05:09
again using four faces. So we can align with the top and bottom faces.
05:15
You might wonder why I didn't include this in the previous bridge command.
05:18
And the reason is to show you some other features in the sculpt environment.
05:24
The world vertices command will merge any two vertices either by the last selected
05:28
their midpoints
05:30
or by a specific world tolerance
05:33
by ensuring we have the same amount of faces on the top central and lower surfaces.
05:37
We can easily weld any remaining vertices together to create one mesh.
05:42
You will also notice I can box select
05:44
over two vertices which may be in close proximity
05:47
and therefore difficult to select and they automatically weld together.
05:53
Now we have our base shape in place.
05:55
We can see we have a number of areas to refine before adding the detail.
06:02
The first thing I want to do is insert
06:03
an Asia approximately where we have this blind point.
06:06
We know we could use an extra set of edges here as the body has a change in direction.
06:10
So it will help create our form.
06:13
I'll double click on an edge to select the entire edge group.
06:16
Select insert edge from the modify, drop down menu
06:19
and place it approximately in position.
06:24
And now want to go back and edit our form to match our
06:26
reference sketch knowing that we have sufficient edges and phases in position.
06:30
Over this time, we're gonna use a soft modification tool. Instead,
06:34
soft modifications affect surrounding vertices depending on the extent
06:38
distance
06:39
transition and weight value set.
06:42
As you can see here, I can amend one vertices
06:45
and any surrounding vertices will also be affected depending on the set of values.
06:51
I'll finish matching our form to the reference sketch.
06:53
Before we finally take a look at the flat and command
06:58
the flat and command lets us align a set of vertices to a best fit
07:01
a selected plane
07:02
or parallel to a selected plane.
07:05
I want our front set of edges to be
07:07
flattened as we will be using subsequent surface modeling techniques
07:10
and to help maintain good form, it is best if these are aligned
07:15
then to finish off, we'll move these back so they match our reference sketch.
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