& Construction
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Integrated BIM tools, including Revit, AutoCAD, and Civil 3D
& Manufacturing
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Professional CAD/CAM tools built on Inventor and AutoCAD
Transcript
00:03
I can use primitives to create some of the basic shapes for this bike.
00:07
There's four subdivision primitives here on the palette
00:10
and up here on the shelf.
00:13
So I'll just start with the SubD cylinder
00:16
and it says enter the position.
00:17
So if I click in the perspective view, it gets created in a column orientation
00:22
centered on the ground plane.
00:24
So if I wanted to do this part of the exhaust, for example,
00:27
I'd need to rotate this by clicking here
00:30
and typing 90 degrees in the prompt line.
00:33
Alternatively, if I just delete that one,
00:36
what most users do is first choose an orthographic view and then place the cylinder
00:41
so that it's already in the orientation that I wanted.
00:44
And that just saves me doing the rotation.
00:48
So then I can use the Transform manipulator to
00:51
get that into the right shape and position.
00:56
For the front forks. I can use another cylinder.
00:59
And this time I'll use the top view to place it
01:02
and then I can use the left orthographic view to stretch it and scale it
01:07
and move it roughly into position.
01:11
And now if I rotate it,
01:12
you'll see that the Transform manipulator goes with it when I'm in this Pivot mode.
01:16
So the scaling still works nicely.
01:19
And here it can be useful to use the Move Pivot tool to control that pivot position.
01:24
And I'll just drag it so you can see the green pivot point.
01:28
And I'm just gonna hold down the Ctrl key
01:30
to snap it accurately to this vertex point,
01:34
so that now when I do a transform,
01:36
the scaling and rotation is working from that
01:38
pivot point in a much more manageable way.
01:42
And I've always got the option to switch to Global if
01:44
I prefer to work in the grid directions around the centroid.
01:49
So I'm gonna leave these two as simple cylinders.
01:54
But for the seat, I'll need a more sculpted shape.
01:56
So I'll start with a box primitive and I'll double click or Shift-click
01:59
to open the option window.
02:02
But first, I'll just place it
02:04
and shade it
02:06
and scale it a bit
02:08
and it doesn't look much like a box because it's
02:10
the control cage shape that box is referring to.
02:15
So I can get that a bit wider.
02:17
And now it's really important to keep this
02:19
window open so you can change these settings.
02:22
So I can make a guess as to what I'm going to need
02:26
and I can continue to transform the box.
02:30
But as soon as I close that window, I can't get back to it.
02:32
There's no Query Edit History on SubDs,
02:36
but that's not a problem because let's say I now spend some time sculpting the seat,
02:41
either using the Transform tool or the individual Move,
02:44
Rotate and Scale tools whichever you prefer.
02:50
So I'll get more of a seat shape.
02:52
I can bring up the middle a bit
02:54
and then maybe drop this center part down
02:59
and then maybe rotate the whole seat and move it up a bit.
03:03
And then now if I need to change the number of divisions in either direction,
03:06
I can use Delete and Insert.
03:09
So if I use Pick Edge Loop,
03:11
I can then just hit Delete on the keyboard to remove one
03:14
and to add divisions, I can use the Insert tool here.
03:17
And there's two options.
03:20
Parallel is the default,
03:21
which means I select an edge loop in the direction that I want an extra one in
03:25
and then just drag it to the location I want.
03:28
And I can do that in either shading mode,
03:31
but I'm gonna undo that one.
03:32
And then this time I'll use the Perpendicular option instead.
03:37
And here I just click on any edge to break in a new edge loop across it.
03:43
And it's up to you which one you prefer to use.
03:47
So you can keep sculpting and adding or deleting
03:50
divisions until you get the shape you want.
03:53
And you can create some quite useful
03:55
results starting from simple primitive shapes.
00:03
I can use primitives to create some of the basic shapes for this bike.
00:07
There's four subdivision primitives here on the palette
00:10
and up here on the shelf.
00:13
So I'll just start with the SubD cylinder
00:16
and it says enter the position.
00:17
So if I click in the perspective view, it gets created in a column orientation
00:22
centered on the ground plane.
00:24
So if I wanted to do this part of the exhaust, for example,
00:27
I'd need to rotate this by clicking here
00:30
and typing 90 degrees in the prompt line.
00:33
Alternatively, if I just delete that one,
00:36
what most users do is first choose an orthographic view and then place the cylinder
00:41
so that it's already in the orientation that I wanted.
00:44
And that just saves me doing the rotation.
00:48
So then I can use the Transform manipulator to
00:51
get that into the right shape and position.
00:56
For the front forks. I can use another cylinder.
00:59
And this time I'll use the top view to place it
01:02
and then I can use the left orthographic view to stretch it and scale it
01:07
and move it roughly into position.
01:11
And now if I rotate it,
01:12
you'll see that the Transform manipulator goes with it when I'm in this Pivot mode.
01:16
So the scaling still works nicely.
01:19
And here it can be useful to use the Move Pivot tool to control that pivot position.
01:24
And I'll just drag it so you can see the green pivot point.
01:28
And I'm just gonna hold down the Ctrl key
01:30
to snap it accurately to this vertex point,
01:34
so that now when I do a transform,
01:36
the scaling and rotation is working from that
01:38
pivot point in a much more manageable way.
01:42
And I've always got the option to switch to Global if
01:44
I prefer to work in the grid directions around the centroid.
01:49
So I'm gonna leave these two as simple cylinders.
01:54
But for the seat, I'll need a more sculpted shape.
01:56
So I'll start with a box primitive and I'll double click or Shift-click
01:59
to open the option window.
02:02
But first, I'll just place it
02:04
and shade it
02:06
and scale it a bit
02:08
and it doesn't look much like a box because it's
02:10
the control cage shape that box is referring to.
02:15
So I can get that a bit wider.
02:17
And now it's really important to keep this
02:19
window open so you can change these settings.
02:22
So I can make a guess as to what I'm going to need
02:26
and I can continue to transform the box.
02:30
But as soon as I close that window, I can't get back to it.
02:32
There's no Query Edit History on SubDs,
02:36
but that's not a problem because let's say I now spend some time sculpting the seat,
02:41
either using the Transform tool or the individual Move,
02:44
Rotate and Scale tools whichever you prefer.
02:50
So I'll get more of a seat shape.
02:52
I can bring up the middle a bit
02:54
and then maybe drop this center part down
02:59
and then maybe rotate the whole seat and move it up a bit.
03:03
And then now if I need to change the number of divisions in either direction,
03:06
I can use Delete and Insert.
03:09
So if I use Pick Edge Loop,
03:11
I can then just hit Delete on the keyboard to remove one
03:14
and to add divisions, I can use the Insert tool here.
03:17
And there's two options.
03:20
Parallel is the default,
03:21
which means I select an edge loop in the direction that I want an extra one in
03:25
and then just drag it to the location I want.
03:28
And I can do that in either shading mode,
03:31
but I'm gonna undo that one.
03:32
And then this time I'll use the Perpendicular option instead.
03:37
And here I just click on any edge to break in a new edge loop across it.
03:43
And it's up to you which one you prefer to use.
03:47
So you can keep sculpting and adding or deleting
03:50
divisions until you get the shape you want.
03:53
And you can create some quite useful
03:55
results starting from simple primitive shapes.
Required for course completion