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After completing this video, you will be able to:
Transcript
00:02
Create and modify freeform parts.
00:05
After completing this video, you'll be able to
00:07
create a primitive form and use edit form for free form modifications.
00:15
Let's get started in fusion with a new untitled document and
00:18
we're going to take a look at using create form.
00:21
Create form is a free form workspace that allows us to use T
00:25
blinds in a subdivided modeling environment to create complex shapes.
00:30
The basis for any freeform modification starts by creating some sort of shape.
00:35
While we do have standard creation tools like extrude, revolve, sweep and loft,
00:40
we generally start with what's called a primitive.
00:43
The primitive can come in many different forms and oftentimes
00:46
the choice of primitive is based on what you're modeling.
00:49
Let's go ahead and explore how to create a few
00:51
primitives and then we'll talk about how to modify them.
00:54
First. Let's start with the box.
00:56
A box primitive allows us to create a rectangle
00:60
and turn that into a primitive shape.
01:03
The dialogue that we see for the box creation is only available during creation.
01:07
So any changes that would be made downstream
01:10
need to happen with modification tools
01:12
we can turn on and off. Symmetry at this point if needed.
01:16
For example, adding a length symmetry.
01:18
Once we say OK,
01:20
we now have a freeform primitive body.
01:23
If the body is completely closed, when we finish form,
01:27
this is going to turn it into a solid body with our standard design tools at the ready.
01:31
If it's an open form, it's going to be converted to a surface model.
01:36
When we take a look at other primitives under the create drop down,
01:39
we have things like cylinders, spheres, Taurus squad ball and pipe,
01:44
the pipe tool similar to extrude, revolve,
01:47
sweep and loft will require some sort of edge or sketch input.
01:50
However, other tools like face and plane
01:53
allow us to start the creation without any additional inputs.
01:57
The plane tool is a common tool to get started on
01:60
creating a free form model that has a complex shape.
02:03
This is because it starts with just a simple set of
02:05
faces that we can begin to add to and modify.
02:09
It's important for you to play around with creating different primitive
02:12
forms and remember and understand that once you create that form,
02:16
the creation dialogue is no longer available.
02:19
When working with forms, we are working in a direct modeling environment,
02:23
which means the undo and redo options are the only way for
02:26
us to go back and forth between adding and changing geometry.
02:31
Let's go ahead and take a look at some of the modification tools.
02:34
The main focus of our modification tools is gonna be edit form.
02:37
But I do encourage you to take a look at
02:39
several other tools and try to understand how they work.
02:43
But let's go ahead and dive into edit form.
02:46
For edit form. We need to select a T
02:48
spin entity.
02:50
The default transform mode will allow us to use all options such as translate,
02:55
rotate and scale.
02:56
And the default selection filter will allow
02:58
us to select everything including a vertex,
03:01
a line or an edge and a face.
03:04
These are going to be our default settings but note
03:07
that there are many other options that we can explore
03:09
things like changing the coordinate space.
03:12
Right now.
03:12
If I were to select this space,
03:14
the coordinate space is based on our XYZ on our view cue.
03:18
If I were to change this to my view space,
03:20
it's gonna treat the view on the computer screen as normal to the Z axis.
03:26
In most cases,
03:27
we want to stick with the world space but do play around with those options.
03:31
We also have some object snap options. If you're working with an input mesh.
03:35
For example,
03:36
you may find that as you move around different elements in your free form model,
03:40
you want them to stay snapped to a mesh body.
03:43
We also have tools such as soft modification which we'll get to in just a little bit.
03:47
Let's expand our selection options and just make sure that we take
03:50
a quick look at the ability to grow and shrink our selections.
03:54
And if we're selecting an edge, we can grow or shrink the loop
03:59
as it goes around.
04:00
And if we select a face, we can grow or shrink that loop as we go around the model,
04:05
using some of these other settings,
04:07
we have things like selecting next and moving around our object
04:14
and other options for things like range selections.
04:17
In most cases, when we're making selections on the screen,
04:20
we'll double click to get an entire loop
04:22
or we can select a face and use the shift
04:25
key and the up and down arrows to expand our selection
04:29
at the very bottom.
04:30
We've got our display mode settings which can convert the
04:33
display of our object into a box display mode,
04:36
a control frame display or keep it in the standard smooth display.
04:40
This can also be accessed through shortcut keys as
04:43
well as our utility menu under display mode.
04:46
But now let's go ahead and take a look at some modifications
04:50
at a basic level. We can select a single thing in this case of vertex
04:54
and we have the ability to move the vertex.
04:57
We can also change its position by rotating and scaling.
05:02
However,
05:02
the rotate and scale options don't really
05:04
work when you have a single vertex selected
05:07
if we select multiple vertices. And I use the scale option,
05:11
you see that I have the ability to scale them in a direction relative to each other.
05:16
However,
05:17
the scale options generally apply more so to
05:20
things like face selections or entire body selections.
05:25
When we play around with this,
05:26
it is important to note that the widget that we see on the screen has a lot of control,
05:31
but often times it can be a little tricky to see what's going on.
05:35
These options on the side are going to be our rotation options.
05:38
We can rotate about a single axis in each of these instances.
05:43
The options around the side.
05:45
For example, this line here is gonna be scaling in a single direction
05:49
on the corner. We can scale in plane
05:51
and at the very base, we can scale in all three directions.
05:55
The arrows are going to allow us to move in a single direction
05:58
and these will allow us to move in plane.
06:02
If you find it difficult to work with this default transform mode,
06:05
you can always switch to the specific transform mode that you're trying to use.
06:09
In
06:09
this case, if you only need to move your selection,
06:12
you may want to go to the transform mode for that.
06:15
If you only want to rotate or scale,
06:17
you may find that you want to use those modes as well.
06:20
There are shortcut keys for each of these.
06:22
But for the most part using the selection in the dialogue box is gonna be all you need
06:26
the very bottom. We also have the ability to use numerical inputs.
06:30
If you need a precise input. On a selection, you can do it down here.
06:35
Now,
06:35
let's go ahead and take a quick look at soft
06:37
modification before we talk about adding or extruding edges.
06:41
Soft modification is a way for us to control
06:44
the deformation based on a range of selected entities.
06:49
For example, if we use the distance option,
06:52
we have the option to dictate how far that input is going to affect
06:56
the vertices that we see colored in red are going
06:59
to move more as they transition from pink to white,
07:02
they're going to move less.
07:04
We can also do this as a face count or a rectangular face count,
07:08
changing the number of faces that are influenced.
07:11
This is important because as we begin to create
07:13
complex shapes and we need to make minor adjustments,
07:16
we generally want the shapes to stay relatively the same.
07:20
So using soft modification is a great way to ensure that any
07:23
minor changes don't have a global or drastic effect on the model.
07:28
If we turn off soft modification and we only move a single vertex,
07:32
you can see that it's having more of an impact
07:35
than if we were to use soft modification,
07:37
which is keeping the overall shape relatively the same.
07:41
So play around with soft modification to better understand how it works.
07:45
Next, I'm going to double click the edge of the space that we created.
07:49
Oftentimes when we're using a face or
07:51
plane creation method for our freeform models,
07:54
we need to add new edges to them.
07:57
And we can do this by holding down the alt key as we're using the transform mode
08:02
or as we're using the scale mode.
08:05
If I hold down the alt key and scale, I'll be able to add new entities.
08:09
Or if I hold down the alt key and translate, we'll be able to add new entities.
08:14
There is another method that we can use by
08:16
holding down alt and control at the same time,
08:19
which will add a new entity with a creased edge.
08:22
Creased edges are a great way to add specific details to a model that
08:26
maybe need to have a filet or a champ for added later on,
08:30
creased edges can be toggled on and off by using the modified tools,
08:34
crease and un crease.
08:38
There are many other things that we can do with free
08:40
form tools and there's a lot to explore in this section.
08:44
But the main things that we need to understand at this point is that
08:46
we have basic primitive creation tools such as box cylinder and quad ball.
08:52
And we also have modification tools. The main one being our edit form tool.
08:57
I strongly encourage you to play around looking through some
08:60
of these other tools to better understand how it works.
09:02
But make sure that at at a core level,
09:04
you at least understand the differences between the primitives we can create
09:09
as well as the basic edit form tools available.
09:12
We're not gonna be using this model again.
09:14
So feel free to save it if you want to continue to play.
09:16
But once you're done, let's go ahead and move on.
Video transcript
00:02
Create and modify freeform parts.
00:05
After completing this video, you'll be able to
00:07
create a primitive form and use edit form for free form modifications.
00:15
Let's get started in fusion with a new untitled document and
00:18
we're going to take a look at using create form.
00:21
Create form is a free form workspace that allows us to use T
00:25
blinds in a subdivided modeling environment to create complex shapes.
00:30
The basis for any freeform modification starts by creating some sort of shape.
00:35
While we do have standard creation tools like extrude, revolve, sweep and loft,
00:40
we generally start with what's called a primitive.
00:43
The primitive can come in many different forms and oftentimes
00:46
the choice of primitive is based on what you're modeling.
00:49
Let's go ahead and explore how to create a few
00:51
primitives and then we'll talk about how to modify them.
00:54
First. Let's start with the box.
00:56
A box primitive allows us to create a rectangle
00:60
and turn that into a primitive shape.
01:03
The dialogue that we see for the box creation is only available during creation.
01:07
So any changes that would be made downstream
01:10
need to happen with modification tools
01:12
we can turn on and off. Symmetry at this point if needed.
01:16
For example, adding a length symmetry.
01:18
Once we say OK,
01:20
we now have a freeform primitive body.
01:23
If the body is completely closed, when we finish form,
01:27
this is going to turn it into a solid body with our standard design tools at the ready.
01:31
If it's an open form, it's going to be converted to a surface model.
01:36
When we take a look at other primitives under the create drop down,
01:39
we have things like cylinders, spheres, Taurus squad ball and pipe,
01:44
the pipe tool similar to extrude, revolve,
01:47
sweep and loft will require some sort of edge or sketch input.
01:50
However, other tools like face and plane
01:53
allow us to start the creation without any additional inputs.
01:57
The plane tool is a common tool to get started on
01:60
creating a free form model that has a complex shape.
02:03
This is because it starts with just a simple set of
02:05
faces that we can begin to add to and modify.
02:09
It's important for you to play around with creating different primitive
02:12
forms and remember and understand that once you create that form,
02:16
the creation dialogue is no longer available.
02:19
When working with forms, we are working in a direct modeling environment,
02:23
which means the undo and redo options are the only way for
02:26
us to go back and forth between adding and changing geometry.
02:31
Let's go ahead and take a look at some of the modification tools.
02:34
The main focus of our modification tools is gonna be edit form.
02:37
But I do encourage you to take a look at
02:39
several other tools and try to understand how they work.
02:43
But let's go ahead and dive into edit form.
02:46
For edit form. We need to select a T
02:48
spin entity.
02:50
The default transform mode will allow us to use all options such as translate,
02:55
rotate and scale.
02:56
And the default selection filter will allow
02:58
us to select everything including a vertex,
03:01
a line or an edge and a face.
03:04
These are going to be our default settings but note
03:07
that there are many other options that we can explore
03:09
things like changing the coordinate space.
03:12
Right now.
03:12
If I were to select this space,
03:14
the coordinate space is based on our XYZ on our view cue.
03:18
If I were to change this to my view space,
03:20
it's gonna treat the view on the computer screen as normal to the Z axis.
03:26
In most cases,
03:27
we want to stick with the world space but do play around with those options.
03:31
We also have some object snap options. If you're working with an input mesh.
03:35
For example,
03:36
you may find that as you move around different elements in your free form model,
03:40
you want them to stay snapped to a mesh body.
03:43
We also have tools such as soft modification which we'll get to in just a little bit.
03:47
Let's expand our selection options and just make sure that we take
03:50
a quick look at the ability to grow and shrink our selections.
03:54
And if we're selecting an edge, we can grow or shrink the loop
03:59
as it goes around.
04:00
And if we select a face, we can grow or shrink that loop as we go around the model,
04:05
using some of these other settings,
04:07
we have things like selecting next and moving around our object
04:14
and other options for things like range selections.
04:17
In most cases, when we're making selections on the screen,
04:20
we'll double click to get an entire loop
04:22
or we can select a face and use the shift
04:25
key and the up and down arrows to expand our selection
04:29
at the very bottom.
04:30
We've got our display mode settings which can convert the
04:33
display of our object into a box display mode,
04:36
a control frame display or keep it in the standard smooth display.
04:40
This can also be accessed through shortcut keys as
04:43
well as our utility menu under display mode.
04:46
But now let's go ahead and take a look at some modifications
04:50
at a basic level. We can select a single thing in this case of vertex
04:54
and we have the ability to move the vertex.
04:57
We can also change its position by rotating and scaling.
05:02
However,
05:02
the rotate and scale options don't really
05:04
work when you have a single vertex selected
05:07
if we select multiple vertices. And I use the scale option,
05:11
you see that I have the ability to scale them in a direction relative to each other.
05:16
However,
05:17
the scale options generally apply more so to
05:20
things like face selections or entire body selections.
05:25
When we play around with this,
05:26
it is important to note that the widget that we see on the screen has a lot of control,
05:31
but often times it can be a little tricky to see what's going on.
05:35
These options on the side are going to be our rotation options.
05:38
We can rotate about a single axis in each of these instances.
05:43
The options around the side.
05:45
For example, this line here is gonna be scaling in a single direction
05:49
on the corner. We can scale in plane
05:51
and at the very base, we can scale in all three directions.
05:55
The arrows are going to allow us to move in a single direction
05:58
and these will allow us to move in plane.
06:02
If you find it difficult to work with this default transform mode,
06:05
you can always switch to the specific transform mode that you're trying to use.
06:09
In
06:09
this case, if you only need to move your selection,
06:12
you may want to go to the transform mode for that.
06:15
If you only want to rotate or scale,
06:17
you may find that you want to use those modes as well.
06:20
There are shortcut keys for each of these.
06:22
But for the most part using the selection in the dialogue box is gonna be all you need
06:26
the very bottom. We also have the ability to use numerical inputs.
06:30
If you need a precise input. On a selection, you can do it down here.
06:35
Now,
06:35
let's go ahead and take a quick look at soft
06:37
modification before we talk about adding or extruding edges.
06:41
Soft modification is a way for us to control
06:44
the deformation based on a range of selected entities.
06:49
For example, if we use the distance option,
06:52
we have the option to dictate how far that input is going to affect
06:56
the vertices that we see colored in red are going
06:59
to move more as they transition from pink to white,
07:02
they're going to move less.
07:04
We can also do this as a face count or a rectangular face count,
07:08
changing the number of faces that are influenced.
07:11
This is important because as we begin to create
07:13
complex shapes and we need to make minor adjustments,
07:16
we generally want the shapes to stay relatively the same.
07:20
So using soft modification is a great way to ensure that any
07:23
minor changes don't have a global or drastic effect on the model.
07:28
If we turn off soft modification and we only move a single vertex,
07:32
you can see that it's having more of an impact
07:35
than if we were to use soft modification,
07:37
which is keeping the overall shape relatively the same.
07:41
So play around with soft modification to better understand how it works.
07:45
Next, I'm going to double click the edge of the space that we created.
07:49
Oftentimes when we're using a face or
07:51
plane creation method for our freeform models,
07:54
we need to add new edges to them.
07:57
And we can do this by holding down the alt key as we're using the transform mode
08:02
or as we're using the scale mode.
08:05
If I hold down the alt key and scale, I'll be able to add new entities.
08:09
Or if I hold down the alt key and translate, we'll be able to add new entities.
08:14
There is another method that we can use by
08:16
holding down alt and control at the same time,
08:19
which will add a new entity with a creased edge.
08:22
Creased edges are a great way to add specific details to a model that
08:26
maybe need to have a filet or a champ for added later on,
08:30
creased edges can be toggled on and off by using the modified tools,
08:34
crease and un crease.
08:38
There are many other things that we can do with free
08:40
form tools and there's a lot to explore in this section.
08:44
But the main things that we need to understand at this point is that
08:46
we have basic primitive creation tools such as box cylinder and quad ball.
08:52
And we also have modification tools. The main one being our edit form tool.
08:57
I strongly encourage you to play around looking through some
08:60
of these other tools to better understand how it works.
09:02
But make sure that at at a core level,
09:04
you at least understand the differences between the primitives we can create
09:09
as well as the basic edit form tools available.
09:12
We're not gonna be using this model again.
09:14
So feel free to save it if you want to continue to play.
09:16
But once you're done, let's go ahead and move on.
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