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Integrated BIM tools, including Revit, AutoCAD, and Civil 3D
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Professional CAD/CAM tools built on Inventor and AutoCAD
Integrated BIM tools, including Revit, AutoCAD, and Civil 3D
Professional CAD/CAM tools built on Inventor and AutoCAD
Transcript
00:02
Use edit form and create basic manipulations.
00:07
After completing this video, you'll be able to use edit form,
00:10
translate edges and vertices and enable soft modification.
00:16
In fusion 3 60. We want to begin with the supply data set, edit form dot F 3D.
00:21
We're going to be taking a look at the edit
00:23
form tool and better understand how we can translate,
00:27
rotate and scale specific entities on our free form bodies.
00:31
This design contains two separate bodies a basic and a complex.
00:35
And for now we want to hide complex and focus our attention on the basic.
00:39
This is a primitive box form that was created similar
00:43
if you were to just start by using create box,
00:46
but we want to begin by going to modify an edit form.
00:50
Once we're in the edit form dialogue,
00:52
it wants us to select the T spine entity that we want to move, rotate or scale.
00:57
This can be a single vertex, multiple vertices, a face
01:02
an edge or any grouping of those selections.
01:06
And there are certain things that we can do such as box selecting
01:09
or double clicking on edges to get an entire loop.
01:13
But for the most part,
01:14
we want to understand what these selections and the effects of transforming
01:18
or scaling things in 3D is going to have on our design.
01:22
So to get started, let's begin by making a single selection.
01:26
And let's note that the widget that displays on the screen
01:30
has three separate things that we can do.
01:32
We have arrows that represent pulling in a single direction.
01:36
This is going to be part of the translation.
01:39
We also have these squares which represent translation but moving in plane,
01:45
then we can also select the center point which
01:48
allows us to scale the position in all three directions
01:53
and we can scale in plane
01:55
or in a single direction
01:57
and then we can also rotate.
01:59
Now some of these make more sense based on your specific selection.
02:03
For example,
02:04
scaling or rotating a vertex doesn't make as much sense
02:08
as it does when we select edges or faces.
02:11
So for example,
02:12
let's go ahead and hold down the shift key and select the four faces on the end.
02:17
With these four faces selected, we can scale in a single direction
02:21
and begin pulling them closer together.
02:24
We can select the corner if we want to scale in plane.
02:28
This allows us to scale up and down
02:30
or we can select the point in the center
02:32
and scale them in three dimensions.
02:34
Now,
02:35
the main difference here is that when scaling them in three separate directions,
02:39
we're going to be reducing the position
02:41
in the X coordinate system,
02:44
if we were just to scale them in plane,
02:47
we would only be moving in the Y and Z directions.
02:51
So each of these are going to have a slightly different effect on the overall design.
02:56
We can also use the manipulators to begin rotating these faces.
03:02
And in this case, we're rotating about the Y axis, we can rotate about the Z axis
03:07
or we can rotate about the X axis.
03:11
We can expand the numerical inputs.
03:14
And we can take a look at the specific inputs that we're using.
03:17
For example, we can reset X and Y angles to put it back to its original position.
03:22
And we can reset that Z angle.
03:25
We can also use these numerical inputs for precise inputs.
03:28
But keep in mind that when we're freeform modeling,
03:31
generally, we're not looking at a precision type of modeling.
03:34
We're not linking anything to a specific sketch or feature.
03:38
Instead, we are manipulating things in 3D directly.
03:43
If we do the selection with edges instead of faces,
03:46
the selection still works the same.
03:48
We can scale edges,
03:51
we can change their position
03:54
and we can change their rotation.
03:56
These are all going to have an overall effect on the design.
03:59
Depending on your selection process, it'll have more or less of an effect.
04:03
For example, if we select the entire loop and I begin scaling that down in 3D,
04:08
you can see how it affects the overall shape.
04:12
This allows us to quickly and easily
04:14
create and manipulate complex organic shapes that
04:17
would otherwise take a lot of time to define with sketches and features.
04:22
Now that we understand the basics,
04:24
let's talk a little bit more about some of the options we have.
04:28
Let's make a single selection such as this face.
04:30
And let's take a look at the transform mode.
04:33
By default, the transform mode is set to multi,
04:36
which means that we're gonna show transform, rotate and scale altogether.
04:41
However, if you're only looking to do translations,
04:44
you can switch it to a translation mode.
04:47
If you only want to do rotations or if you only want to scale,
04:50
you can switch back and forth between each of these.
04:54
There are hot keys for these.
04:55
In the case of a Windows machine, it would be Alton Q for all Alton
04:59
W alton E and Alton R for the other three
05:03
on a mac machine, you would use the option key instead of the alt key.
05:07
We also have selections for coordinate space, view space,
05:11
selection space or local per entity.
05:15
Now, this typically has to do with the direction in which we're pulling for XY and Z.
05:20
If we change this to the view space,
05:22
then we'll be manipulating our design in the direction
05:25
based on its current orientation on our view.
05:28
If we do it per entity,
05:30
it'll be normal to the curvature at the center of our selection.
05:33
And same thing for local per entity,
05:36
it's going to be normal to the selected curvature.
05:39
In most cases, it makes sense to either use world space or view space.
05:43
It's always a good idea for us to manipulate along the XY and Z directions
05:47
or to stay in plane rather than moving things in 3D.
05:51
But there are certain instances where you might want to do that.
05:54
Next,
05:54
let's left click in the canvas to deselect everything and note that
05:57
we have a selection filter that allows us to focus on vertices,
06:01
edges
06:02
faces or all.
06:05
When we use just a vertex selection, notice the display changes.
06:08
And when we click on a vertex,
06:10
you can see that we're seeing them displayed on
06:12
the screen at all positions that are selectable.
06:15
And we can use box select as well.
06:17
If we use edge,
06:18
you can see only the edges are selectable and face only the faces are selectable.
06:23
The multi or all option will allow us to select all of those.
06:27
However, when we do a box selection,
06:29
it will focus its priority on faces and edges and it won't focus on vertices.
06:35
You can use your selection filter drop down for the
06:38
selection filters and decide what you want to select here.
06:41
But note that select all is on by default. When you're using this option,
06:45
there is 1/5 option for bodies.
06:47
If you want to select an entire body and move the entire thing
06:51
for the most part, you're likely going to leave this set to all.
06:55
We have object snap options which allow us to
06:58
use snaps to other objects inside of our design.
07:00
In
07:01
this instance, we're not going to focus our attention on object snaps.
07:04
But we do want to move over to soft modifications
07:07
for soft modifications. I'm gonna hide the basic and show the complex body.
07:13
We want to focus our attention on what soft modifications do.
07:16
And we also want to get an idea of some of the best practices when using edit form.
07:21
So when we toggle on soft modification,
07:24
notice that we have three extent types,
07:26
distance face count and a rectangular face count.
07:30
Let's start with the rectangular face count and let's select
07:33
the vertex right in the middle of the design.
07:36
What we'll notice is that on screen, we have the vertices are now displayed in red,
07:40
pink or white.
07:42
Anything that is red is going to move more,
07:45
anything in pink will move slightly less and
07:47
anything in white will move the least amount,
07:49
anything that's not currently highlighted will not move at all.
07:53
This is a great way to maintain your overall design intent.
07:56
While making more global changes to the design,
08:01
you also can change the transition
08:03
having it be a linear fall off at the end of those selected
08:07
vertices or you can have it bulge or have a smooth transition.
08:12
We can also determine the length and width face
08:14
counts or if you're using the total face count,
08:16
it'll be based on a single number.
08:18
If you're using a distance,
08:20
this will use more of a circular distance amount and this
08:23
will be based on a radius away from your selected vertex.
08:27
In this case,
08:27
I'm going to use undo or control Z to put it back and turn off soft modifications.
08:33
These are great once your design has become more complex
08:37
and you need to make minor changes or tweaks.
08:40
Now that we've seen this,
08:41
let's go ahead and talk a little bit about some of the
08:43
best practices and ways in which we want to use this tool.
08:47
It's always a good idea for us to work between smooth and box display
08:53
under the selection options at the very bottom.
08:55
You can see that the display options will show us the box display
08:59
the control frame display as well as the smooth display.
09:03
We also still do have those shortcut keys that
09:06
will allow us to toggle back and forth between those
09:09
in this instance. What I want to do is take the vertices in the center position
09:14
and bring them back down to their original level.
09:18
For that.
09:18
I'm going to select the vertices noting that
09:21
I have symmetry based on that green line.
09:23
So we'll simply hold down, shift and select the middle and this position here.
09:28
Next, what I'd like to do is I would like to bring them down to this horizontal level.
09:34
There are a few different ways that we can do this
09:36
one of the easiest ways is to use scaling.
09:39
Now, when we're using scaling, we need to have a pivot point or a selected position
09:44
in order to get this to be accurate.
09:46
What I want to do is select the single vertex,
09:50
reset my pivot point to the position where I want that vertex to go.
09:55
And then I want to begin scaling it down in this direction.
09:59
I'm gonna use zero as the scale amount and hit. Enter
10:03
when I do this, it's gonna move that vertex down to that position.
10:07
You can see that we left this one behind which is OK. We still need to make that change,
10:11
but we can repeat that process by using right click and repeating our edit form.
10:17
We'll select this vertex.
10:18
Once again, we're gonna set our pivot point as the location where we want this to go
10:23
and begin scaling this down manually entering a value of zero
10:28
instead of hitting. Enter this time, let's left click in the canvas to deselect
10:32
and then we'll select that top center position, resetting our pivot point.
10:37
And once again scaling this down in Z
10:42
setting this value at zero and left clicking to OK.
10:46
Now, if we take a look at this from our front view,
10:48
everything is back in line how it would have been originally when it was created.
10:53
So if you have a design where you need to have your edges in line, in this case,
10:57
along the X axis.
10:59
We can use those scaling techniques to help manipulate the design.
11:03
We can also go back and forth between the box and smooth
11:06
display just to ensure that we haven't made any drastic changes.
11:10
Let's go back into edit form one more time.
11:13
And let's talk a little bit about using our tools for things like rotating.
11:17
I'm gonna double click this edge, hold down, shift and double click this edge.
11:22
We're gonna reset our pivot point to this back corner.
11:26
And then we're gonna use our rotation to rotate both of those edges together.
11:31
Once again,
11:31
using that pivot point at the back edge ensures
11:34
that this back edge stays at the right location.
11:36
If the default five degrees is too much,
11:39
you can always manually enter a value and hit enter to accept.
11:43
Once again using the entire edge and resetting that pivot
11:47
point allowing us to rotate relative to a selected entity
11:50
helps us maintain the overall design intent
11:53
without drastically changing the structure or shape of our design.
11:58
From here.
11:59
I strongly suggest you continue to play around with edit form and
12:02
get a good idea of how you can select individual vertices,
12:06
edges or faces
12:08
and also how you can use your translate, rotate and scale tools.
12:12
Once you get comfortable with that,
12:13
make sure that you've saved this design before moving on.
Video transcript
00:02
Use edit form and create basic manipulations.
00:07
After completing this video, you'll be able to use edit form,
00:10
translate edges and vertices and enable soft modification.
00:16
In fusion 3 60. We want to begin with the supply data set, edit form dot F 3D.
00:21
We're going to be taking a look at the edit
00:23
form tool and better understand how we can translate,
00:27
rotate and scale specific entities on our free form bodies.
00:31
This design contains two separate bodies a basic and a complex.
00:35
And for now we want to hide complex and focus our attention on the basic.
00:39
This is a primitive box form that was created similar
00:43
if you were to just start by using create box,
00:46
but we want to begin by going to modify an edit form.
00:50
Once we're in the edit form dialogue,
00:52
it wants us to select the T spine entity that we want to move, rotate or scale.
00:57
This can be a single vertex, multiple vertices, a face
01:02
an edge or any grouping of those selections.
01:06
And there are certain things that we can do such as box selecting
01:09
or double clicking on edges to get an entire loop.
01:13
But for the most part,
01:14
we want to understand what these selections and the effects of transforming
01:18
or scaling things in 3D is going to have on our design.
01:22
So to get started, let's begin by making a single selection.
01:26
And let's note that the widget that displays on the screen
01:30
has three separate things that we can do.
01:32
We have arrows that represent pulling in a single direction.
01:36
This is going to be part of the translation.
01:39
We also have these squares which represent translation but moving in plane,
01:45
then we can also select the center point which
01:48
allows us to scale the position in all three directions
01:53
and we can scale in plane
01:55
or in a single direction
01:57
and then we can also rotate.
01:59
Now some of these make more sense based on your specific selection.
02:03
For example,
02:04
scaling or rotating a vertex doesn't make as much sense
02:08
as it does when we select edges or faces.
02:11
So for example,
02:12
let's go ahead and hold down the shift key and select the four faces on the end.
02:17
With these four faces selected, we can scale in a single direction
02:21
and begin pulling them closer together.
02:24
We can select the corner if we want to scale in plane.
02:28
This allows us to scale up and down
02:30
or we can select the point in the center
02:32
and scale them in three dimensions.
02:34
Now,
02:35
the main difference here is that when scaling them in three separate directions,
02:39
we're going to be reducing the position
02:41
in the X coordinate system,
02:44
if we were just to scale them in plane,
02:47
we would only be moving in the Y and Z directions.
02:51
So each of these are going to have a slightly different effect on the overall design.
02:56
We can also use the manipulators to begin rotating these faces.
03:02
And in this case, we're rotating about the Y axis, we can rotate about the Z axis
03:07
or we can rotate about the X axis.
03:11
We can expand the numerical inputs.
03:14
And we can take a look at the specific inputs that we're using.
03:17
For example, we can reset X and Y angles to put it back to its original position.
03:22
And we can reset that Z angle.
03:25
We can also use these numerical inputs for precise inputs.
03:28
But keep in mind that when we're freeform modeling,
03:31
generally, we're not looking at a precision type of modeling.
03:34
We're not linking anything to a specific sketch or feature.
03:38
Instead, we are manipulating things in 3D directly.
03:43
If we do the selection with edges instead of faces,
03:46
the selection still works the same.
03:48
We can scale edges,
03:51
we can change their position
03:54
and we can change their rotation.
03:56
These are all going to have an overall effect on the design.
03:59
Depending on your selection process, it'll have more or less of an effect.
04:03
For example, if we select the entire loop and I begin scaling that down in 3D,
04:08
you can see how it affects the overall shape.
04:12
This allows us to quickly and easily
04:14
create and manipulate complex organic shapes that
04:17
would otherwise take a lot of time to define with sketches and features.
04:22
Now that we understand the basics,
04:24
let's talk a little bit more about some of the options we have.
04:28
Let's make a single selection such as this face.
04:30
And let's take a look at the transform mode.
04:33
By default, the transform mode is set to multi,
04:36
which means that we're gonna show transform, rotate and scale altogether.
04:41
However, if you're only looking to do translations,
04:44
you can switch it to a translation mode.
04:47
If you only want to do rotations or if you only want to scale,
04:50
you can switch back and forth between each of these.
04:54
There are hot keys for these.
04:55
In the case of a Windows machine, it would be Alton Q for all Alton
04:59
W alton E and Alton R for the other three
05:03
on a mac machine, you would use the option key instead of the alt key.
05:07
We also have selections for coordinate space, view space,
05:11
selection space or local per entity.
05:15
Now, this typically has to do with the direction in which we're pulling for XY and Z.
05:20
If we change this to the view space,
05:22
then we'll be manipulating our design in the direction
05:25
based on its current orientation on our view.
05:28
If we do it per entity,
05:30
it'll be normal to the curvature at the center of our selection.
05:33
And same thing for local per entity,
05:36
it's going to be normal to the selected curvature.
05:39
In most cases, it makes sense to either use world space or view space.
05:43
It's always a good idea for us to manipulate along the XY and Z directions
05:47
or to stay in plane rather than moving things in 3D.
05:51
But there are certain instances where you might want to do that.
05:54
Next,
05:54
let's left click in the canvas to deselect everything and note that
05:57
we have a selection filter that allows us to focus on vertices,
06:01
edges
06:02
faces or all.
06:05
When we use just a vertex selection, notice the display changes.
06:08
And when we click on a vertex,
06:10
you can see that we're seeing them displayed on
06:12
the screen at all positions that are selectable.
06:15
And we can use box select as well.
06:17
If we use edge,
06:18
you can see only the edges are selectable and face only the faces are selectable.
06:23
The multi or all option will allow us to select all of those.
06:27
However, when we do a box selection,
06:29
it will focus its priority on faces and edges and it won't focus on vertices.
06:35
You can use your selection filter drop down for the
06:38
selection filters and decide what you want to select here.
06:41
But note that select all is on by default. When you're using this option,
06:45
there is 1/5 option for bodies.
06:47
If you want to select an entire body and move the entire thing
06:51
for the most part, you're likely going to leave this set to all.
06:55
We have object snap options which allow us to
06:58
use snaps to other objects inside of our design.
07:00
In
07:01
this instance, we're not going to focus our attention on object snaps.
07:04
But we do want to move over to soft modifications
07:07
for soft modifications. I'm gonna hide the basic and show the complex body.
07:13
We want to focus our attention on what soft modifications do.
07:16
And we also want to get an idea of some of the best practices when using edit form.
07:21
So when we toggle on soft modification,
07:24
notice that we have three extent types,
07:26
distance face count and a rectangular face count.
07:30
Let's start with the rectangular face count and let's select
07:33
the vertex right in the middle of the design.
07:36
What we'll notice is that on screen, we have the vertices are now displayed in red,
07:40
pink or white.
07:42
Anything that is red is going to move more,
07:45
anything in pink will move slightly less and
07:47
anything in white will move the least amount,
07:49
anything that's not currently highlighted will not move at all.
07:53
This is a great way to maintain your overall design intent.
07:56
While making more global changes to the design,
08:01
you also can change the transition
08:03
having it be a linear fall off at the end of those selected
08:07
vertices or you can have it bulge or have a smooth transition.
08:12
We can also determine the length and width face
08:14
counts or if you're using the total face count,
08:16
it'll be based on a single number.
08:18
If you're using a distance,
08:20
this will use more of a circular distance amount and this
08:23
will be based on a radius away from your selected vertex.
08:27
In this case,
08:27
I'm going to use undo or control Z to put it back and turn off soft modifications.
08:33
These are great once your design has become more complex
08:37
and you need to make minor changes or tweaks.
08:40
Now that we've seen this,
08:41
let's go ahead and talk a little bit about some of the
08:43
best practices and ways in which we want to use this tool.
08:47
It's always a good idea for us to work between smooth and box display
08:53
under the selection options at the very bottom.
08:55
You can see that the display options will show us the box display
08:59
the control frame display as well as the smooth display.
09:03
We also still do have those shortcut keys that
09:06
will allow us to toggle back and forth between those
09:09
in this instance. What I want to do is take the vertices in the center position
09:14
and bring them back down to their original level.
09:18
For that.
09:18
I'm going to select the vertices noting that
09:21
I have symmetry based on that green line.
09:23
So we'll simply hold down, shift and select the middle and this position here.
09:28
Next, what I'd like to do is I would like to bring them down to this horizontal level.
09:34
There are a few different ways that we can do this
09:36
one of the easiest ways is to use scaling.
09:39
Now, when we're using scaling, we need to have a pivot point or a selected position
09:44
in order to get this to be accurate.
09:46
What I want to do is select the single vertex,
09:50
reset my pivot point to the position where I want that vertex to go.
09:55
And then I want to begin scaling it down in this direction.
09:59
I'm gonna use zero as the scale amount and hit. Enter
10:03
when I do this, it's gonna move that vertex down to that position.
10:07
You can see that we left this one behind which is OK. We still need to make that change,
10:11
but we can repeat that process by using right click and repeating our edit form.
10:17
We'll select this vertex.
10:18
Once again, we're gonna set our pivot point as the location where we want this to go
10:23
and begin scaling this down manually entering a value of zero
10:28
instead of hitting. Enter this time, let's left click in the canvas to deselect
10:32
and then we'll select that top center position, resetting our pivot point.
10:37
And once again scaling this down in Z
10:42
setting this value at zero and left clicking to OK.
10:46
Now, if we take a look at this from our front view,
10:48
everything is back in line how it would have been originally when it was created.
10:53
So if you have a design where you need to have your edges in line, in this case,
10:57
along the X axis.
10:59
We can use those scaling techniques to help manipulate the design.
11:03
We can also go back and forth between the box and smooth
11:06
display just to ensure that we haven't made any drastic changes.
11:10
Let's go back into edit form one more time.
11:13
And let's talk a little bit about using our tools for things like rotating.
11:17
I'm gonna double click this edge, hold down, shift and double click this edge.
11:22
We're gonna reset our pivot point to this back corner.
11:26
And then we're gonna use our rotation to rotate both of those edges together.
11:31
Once again,
11:31
using that pivot point at the back edge ensures
11:34
that this back edge stays at the right location.
11:36
If the default five degrees is too much,
11:39
you can always manually enter a value and hit enter to accept.
11:43
Once again using the entire edge and resetting that pivot
11:47
point allowing us to rotate relative to a selected entity
11:50
helps us maintain the overall design intent
11:53
without drastically changing the structure or shape of our design.
11:58
From here.
11:59
I strongly suggest you continue to play around with edit form and
12:02
get a good idea of how you can select individual vertices,
12:06
edges or faces
12:08
and also how you can use your translate, rotate and scale tools.
12:12
Once you get comfortable with that,
12:13
make sure that you've saved this design before moving on.
After completing this video, you’ll be able to:
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