& Construction

Integrated BIM tools, including Revit, AutoCAD, and Civil 3D
& Manufacturing

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
Create and modify freeform parts.
00:05
After completing this video,
00:06
you'll be able to
00:07
create form bodies from primitives and sketches,
00:10
use advanced edit form controls for soft modification,
00:13
create or modify edges with form tools,
00:15
modify a form with bridge,
00:17
and repair or smooth a form body.
00:23
In fusion,
00:23
let's begin with the supply dataset,
00:25
Form sample.
00:26
F3D.
00:27
This design contains a couple of sketches and
00:29
we'll explore those in our freeform workspace.
00:33
Freeform modeling can be accessed by selecting create form
00:35
from our solid or from our surface tools.
00:38
Freeform modeling is direct modeling that allows us to
00:41
create complex organic shapes by directly manipulating geometry.
00:46
This can be done by starting with primitive shapes such as boxes and cylinders,
00:50
or by using sketch-based approaches.
00:53
In this case,
00:54
let's start by creating a box.
00:56
The box primitive is one of the more common
00:58
primitives to use when creating a new design.
01:00
We need to select a plane,
01:02
and we need to start by drawing a box.
01:05
Once we do this,
01:06
the box dialogue will appear and we can manipulate the values
01:09
more either using the dialogue's input or the on-screen manipulators.
01:13
We can increase or decrease the number of faces that we have in multiple directions,
01:19
and once we're happy with the results,
01:20
we can select OK.
01:22
Note that once we create a primitive,
01:24
we can't go back to the creation dialogue.
01:27
We'll need to either recreate that primitive
01:28
or manually manipulate it on the screen.
01:31
Let's go to our bodies folder and hide Body one for now.
01:35
Some of the other common primitives used are things like cylinders and quad balls.
01:39
Let's take a look at a cylinder.
01:42
Once again,
01:42
select a plane,
01:43
begin creating a circle,
01:45
and then manipulate it either on the screen or by using the dialogue.
01:49
Most primitives will have a symmetry option.
01:52
Circular primitives will have a circular option,
01:54
while primitives like box will only have a mirror option.
01:58
Let's select OK to create this primitive as well.
02:01
We're going to take a look at modifying primitives in just a moment,
02:04
but let's take a quick look at some of the others.
02:07
Plans and faces are common ways to start complex shapes by
02:10
starting with a small number of faces and adding to them.
02:14
The face tool is great because it allows you
02:16
to snap to reference bodies like scan meshes,
02:19
while the plane tool allows you to simply select a plane
02:22
and start by creating a new blank face.
02:25
Using modification tools,
02:27
we can add to this quickly and easily,
02:28
which we'll take a look at in just a moment.
02:32
As we scroll down in this list,
02:33
you can see that we've got a pipe tool,
02:35
which we'll explore in a moment,
02:37
as well as some of these sketch-based primitives.
02:39
When we use Extrude,
02:40
for example,
02:41
we can select a sketch and begin pulling this up.
02:44
We can increase or decrease the number of faces,
02:47
and keep in mind that
02:48
as we start working with complex shapes like spines or arcs,
02:53
oftentimes the number of faces and the approach,
02:55
whether it's uniform or curvature,
02:57
will have a direct impact on how well that matches your original geometry.
03:02
In the cases of creating forms from sketches,
03:05
keep in mind that it is not a direct match.
03:08
If you have a complex sketch,
03:10
it's oftentimes very common for your freeform model to not match that.
03:15
So if you are looking to create a sketch-based approach,
03:18
there is a modification tool called Match,
03:21
and this is the tool that will allow you to match
03:23
your freeform body to a reference sketch or reference geometry.
03:28
Let's go ahead and take a look in the create menu,
03:30
and note that we've also got things like revolve,
03:32
sweep,
03:33
and loft in here.
03:34
There are a couple of other sketches in here,
03:36
and you can play around with these
03:38
creating some various different types of primitives,
03:40
but let's go ahead and explore the pipe tool.
03:43
Under the Create menu,
03:44
the pipe tool is sort of unique in its own sense.
03:48
It allows us to create freeform models using 3D sketches,
03:51
and the pipe tool will create those in 3D based on our selections.
03:55
While this can be extremely handy,
03:57
there are some things that we need to be aware of.
03:60
As we begin to make more selections,
04:02
the intersections between those become more complex.
04:06
So a simple rectangle,
04:07
for example,
04:08
is pretty straightforward.
04:09
But as we start to add these tapered curves
04:12
or curves going from one corner to another,
04:14
the intersections in the corners start to get more difficult and twisted.
04:19
So there will be a limit to how much you can do with this tool.
04:22
But we can change the display mode to take a look at in smooth,
04:26
and notice that as we have more edges coming together,
04:29
the form starts to get pinched.
04:31
So you may find that you need to reduce the number of edges that you select
04:35
and maybe turn off the chain selection option,
04:37
so that way you can manually select specific entities that you want.
04:41
In this case,
04:42
I want to remove this as an option,
04:44
and maybe add this one here and remove this one,
04:47
and this may be a better freeform option to get started on a new model.
04:52
There are end type options.
04:54
You can determine whether or not your freeform pipe is open,
04:57
if it's squared off or has a spike,
04:59
and we can also directly manipulate how many segments we have,
05:03
and we can even select them and begin manipulating
05:05
them individually by adding or removing those sections.
05:09
In this case,
05:10
let's go ahead and say OK,
05:11
but we're not going to be manipulating or working with this freeform model.
05:15
Let's go back to Bo 2,
05:17
the cylinder.
05:18
Now that we have a couple of freeform models,
05:21
let's go ahead and talk about modifying them.
05:24
There are many modification tools that we have,
05:26
and this can become very overwhelming,
05:28
but there are a few common tools that we will explore.
05:31
First is edit form.
05:33
Edit form allows us to select vertices,
05:36
edges,
05:36
and faces and begin manipulating them directly.
05:40
I'm going to double click the right edge here and
05:42
note that we've got a manipulator on the screen.
05:45
This manipulator by default is called multi.
05:48
This allows us to transform or translate,
05:51
rotate or scale our selection.
05:53
For example,
05:54
if I select this arrow,
05:55
I'm going to begin translating the edge.
05:58
If I select the center point,
05:60
I'm going to begin scaling it.
06:02
And if I select one of these planes,
06:05
I can move in plane and make adjustments there.
06:08
We can also begin adding new edges by holding down the alt key.
06:12
Holding down the alt key allows us to extrude and add a new edge.
06:16
Holding down control and alt at the same time allows us to scale
06:21
or translate adding a new edge with a crease on it.
06:24
This can become very helpful as you begin working with your own models.
06:28
For example,
06:29
we may want to
06:30
hold down control and alt and scale this edge down.
06:35
And then we can right click and select OK to finish our operation.
06:39
So,
06:40
edit form is going to be one of the default tools that we use to create our geometry.
06:44
This is going to also be the default selection at the top of our modify menu.
06:49
Let's go ahead and select a couple of other edges and just play around with this,
06:52
scaling these out
06:54
and noting that we also have a tool called soft modification.
06:58
Soft modification allows us to make adjustments to our selection,
07:02
and we can dictate how much that has an effect on the overall model.
07:06
You can see that as I'm scaling this up and down,
07:09
the rest of the model is moving.
07:11
This edge here is staying still,
07:13
but you can see that there is an influence
07:15
that happens based on the color of these dots.
07:18
We can increase or decrease that based on face count.
07:22
We can also do it based on a specific dimension.
07:26
For example,
07:26
I can say 10 millimeters,
07:29
and if that falls within
07:30
the realm of any of the other selections,
07:32
it'll have that influence.
07:34
As we increase this to say 100 millimeters,
07:37
you can see now it's only going to impact or affect that next set of vertices.
07:42
So playing around with soft modification is a great
07:44
way to preserve the overall shape of your design,
07:47
while allowing it to modify and manipulate some surrounding geometry.
07:52
There are many other options in here,
07:54
for example,
07:55
changing the view of our object to box display,
07:58
our control frame display,
07:60
or back to our smooth display.
08:02
By default,
08:02
our freeform models are box displays,
08:06
and that box display is what's actually controlling
08:08
the tangency in the direction of our curvature.
08:12
But
08:12
oftentimes the final result is going to be our smooth display.
08:16
This is what we want to look at
08:18
to make sure that our final shape is correct.
08:21
You can get to this with some shortcut keys as
08:23
well as from our utility menu under display mode.
08:26
Let's go ahead and say OK for now,
08:28
and let's talk about some other modification tools.
08:31
In some cases we may find that our primitive doesn't have enough edges.
08:35
We can subdivide it,
08:37
we can insert edges,
08:38
or we can insert points.
08:40
Using insert edge allows us to select an edge or edges,
08:43
and then using the insert tool,
08:45
we're able to add a new edge to allow us to make more modifications.
08:49
We can dictate how far that is away from our original selected edge,
08:53
and we can also use either the exact or simple insertion mode.
08:58
Simple will place the edge affecting the overall shape of the design,
09:01
while the exact will determine where that edge can go and keep the original shape.
09:06
Let's go ahead and say cancel for this,
09:08
and let's explore the insert point.
09:10
Insert point will allow us to manually pick where these edges go,
09:13
once again giving us either simple or exact insertion mode.
09:17
This allows us to add edges to add more detail to certain areas.
09:21
I'm gonna use Control Z to undo that.
09:24
We also have the option to subdivide either a specific phase or an entire model.
09:30
Once again,
09:30
we have exact and simple insertion modes.
09:32
This will allow us to add additional faces once again to add more detail.
09:38
From our modification menu,
09:39
we've also got tools like merging edges,
09:42
welding vertices,
09:43
and bridging.
09:44
Using tools like bridge,
09:46
for example,
09:46
we can double click on this inside edge,
09:49
rotate our model around,
09:51
go to side 2,
09:52
and double click on this edge.
09:54
What this allows us to do is create an internal blended section
09:60
that will connect those two edges together.
10:03
Using the keep creases option,
10:04
we'll ensure that we've got a sharp edge here.
10:07
If you want to add or remove creases,
10:09
you can also use the crease or uncrease tool.
10:12
For example,
10:13
if I want to select uncrease,
10:14
I can double click this edge,
10:16
say OK,
10:17
and now I've got a smooth transition going into this section,
10:21
but a sharp transition on the inside.
10:24
It can be very easy to get overwhelmed with these tools,
10:26
but playing around with them is the best way to learn how they work.
10:30
While talking about edges increasing edges,
10:33
we also have a tool called the Bevel Edge Tool.
10:35
Now the bevel Edge tool can work on sharp or creased corners such as this,
10:40
we can say,
10:40
OK,
10:42
or it can work on edges like this.
10:44
I'm going to right click and say repeat bevel Edge.
10:46
I'm gonna double click here and then go to a bottom view.
10:50
We also have an option to keep creases,
10:52
although if we want to keep the original edges creased or sharp,
10:56
we can do that in our models.
10:57
But oftentimes the bevel is a great way to
10:59
add sharper transitions without having a hard crease.
11:03
There are multiple ways that we can dictate this bevel,
11:06
for example,
11:07
distance from the surrounding edges or relative offset.
11:11
This is going to be a ratio or a percentage away from our current edge.
11:15
We can also dictate the number of segments,
11:17
the spacing,
11:18
and we can include a crown value.
11:21
As we increase the crown value,
11:23
this is going to create a sharper transition,
11:26
creating more of a tighter radius.
11:28
If we decrease the crown value,
11:30
this will create a flatter transition.
11:33
Playing around with these values will have an impact on the final design.
11:37
So again,
11:38
do make sure that you explore them and understand how they work at a very basic level.
11:42
We also want to make sure we identify the utilities.
11:46
We've already talked about our display mode,
11:47
but we also have repair body and make uniform.
11:50
Oftentimes,
11:51
as our designs become complex,
11:53
we have issues with them.
11:54
Things like error stars or T points become a problem on our model
11:59
and prevent us from converting it to a solid or a surface body.
12:02
Using the repair bodies is a great way
12:04
to identify those problems and automatically repair them.
12:08
Another common utility tool is the option to make uniform.
12:13
When we use make uniform,
12:14
this allows us to take a look at the overall model
12:17
and create a more uniform
12:19
distribution of faces.
12:22
As we begin to add more detail,
12:23
we may find that we end up with a lot of edges in certain areas,
12:28
and using the tools like make uniform can be a great
12:31
way for us to turn that into a more uniformed model.
12:35
Once again,
12:36
there are many different free form tools available to us,
12:39
and the best way to learn them is by playing around.
12:42
Remember that once we finish a form,
12:44
any of these bodies that are closed are going to be converted into solid bodies.
12:49
Anything that is open is going to be converted into a surface body.
12:53
So keep in mind that as you're modeling in the freeform workspace,
12:56
if you need a surface downstream,
12:59
Make sure that your design stays open.
13:01
If you need a solid body,
13:03
make sure that your design is closed before finishing the form.
13:06
And if you need to make any modifications,
13:08
you can always double click and go back and edit this feature.
13:11
Even though it is direct modeling,
13:13
it is saved in the timeline and you can go back and make changes at any point.
13:17
For now,
13:18
go ahead and save this design and continue to play around with these freeform tools,
13:22
and once you're done,
13:23
go ahead and move on to the next step.
Video transcript
00:02
Create and modify freeform parts.
00:05
After completing this video,
00:06
you'll be able to
00:07
create form bodies from primitives and sketches,
00:10
use advanced edit form controls for soft modification,
00:13
create or modify edges with form tools,
00:15
modify a form with bridge,
00:17
and repair or smooth a form body.
00:23
In fusion,
00:23
let's begin with the supply dataset,
00:25
Form sample.
00:26
F3D.
00:27
This design contains a couple of sketches and
00:29
we'll explore those in our freeform workspace.
00:33
Freeform modeling can be accessed by selecting create form
00:35
from our solid or from our surface tools.
00:38
Freeform modeling is direct modeling that allows us to
00:41
create complex organic shapes by directly manipulating geometry.
00:46
This can be done by starting with primitive shapes such as boxes and cylinders,
00:50
or by using sketch-based approaches.
00:53
In this case,
00:54
let's start by creating a box.
00:56
The box primitive is one of the more common
00:58
primitives to use when creating a new design.
01:00
We need to select a plane,
01:02
and we need to start by drawing a box.
01:05
Once we do this,
01:06
the box dialogue will appear and we can manipulate the values
01:09
more either using the dialogue's input or the on-screen manipulators.
01:13
We can increase or decrease the number of faces that we have in multiple directions,
01:19
and once we're happy with the results,
01:20
we can select OK.
01:22
Note that once we create a primitive,
01:24
we can't go back to the creation dialogue.
01:27
We'll need to either recreate that primitive
01:28
or manually manipulate it on the screen.
01:31
Let's go to our bodies folder and hide Body one for now.
01:35
Some of the other common primitives used are things like cylinders and quad balls.
01:39
Let's take a look at a cylinder.
01:42
Once again,
01:42
select a plane,
01:43
begin creating a circle,
01:45
and then manipulate it either on the screen or by using the dialogue.
01:49
Most primitives will have a symmetry option.
01:52
Circular primitives will have a circular option,
01:54
while primitives like box will only have a mirror option.
01:58
Let's select OK to create this primitive as well.
02:01
We're going to take a look at modifying primitives in just a moment,
02:04
but let's take a quick look at some of the others.
02:07
Plans and faces are common ways to start complex shapes by
02:10
starting with a small number of faces and adding to them.
02:14
The face tool is great because it allows you
02:16
to snap to reference bodies like scan meshes,
02:19
while the plane tool allows you to simply select a plane
02:22
and start by creating a new blank face.
02:25
Using modification tools,
02:27
we can add to this quickly and easily,
02:28
which we'll take a look at in just a moment.
02:32
As we scroll down in this list,
02:33
you can see that we've got a pipe tool,
02:35
which we'll explore in a moment,
02:37
as well as some of these sketch-based primitives.
02:39
When we use Extrude,
02:40
for example,
02:41
we can select a sketch and begin pulling this up.
02:44
We can increase or decrease the number of faces,
02:47
and keep in mind that
02:48
as we start working with complex shapes like spines or arcs,
02:53
oftentimes the number of faces and the approach,
02:55
whether it's uniform or curvature,
02:57
will have a direct impact on how well that matches your original geometry.
03:02
In the cases of creating forms from sketches,
03:05
keep in mind that it is not a direct match.
03:08
If you have a complex sketch,
03:10
it's oftentimes very common for your freeform model to not match that.
03:15
So if you are looking to create a sketch-based approach,
03:18
there is a modification tool called Match,
03:21
and this is the tool that will allow you to match
03:23
your freeform body to a reference sketch or reference geometry.
03:28
Let's go ahead and take a look in the create menu,
03:30
and note that we've also got things like revolve,
03:32
sweep,
03:33
and loft in here.
03:34
There are a couple of other sketches in here,
03:36
and you can play around with these
03:38
creating some various different types of primitives,
03:40
but let's go ahead and explore the pipe tool.
03:43
Under the Create menu,
03:44
the pipe tool is sort of unique in its own sense.
03:48
It allows us to create freeform models using 3D sketches,
03:51
and the pipe tool will create those in 3D based on our selections.
03:55
While this can be extremely handy,
03:57
there are some things that we need to be aware of.
03:60
As we begin to make more selections,
04:02
the intersections between those become more complex.
04:06
So a simple rectangle,
04:07
for example,
04:08
is pretty straightforward.
04:09
But as we start to add these tapered curves
04:12
or curves going from one corner to another,
04:14
the intersections in the corners start to get more difficult and twisted.
04:19
So there will be a limit to how much you can do with this tool.
04:22
But we can change the display mode to take a look at in smooth,
04:26
and notice that as we have more edges coming together,
04:29
the form starts to get pinched.
04:31
So you may find that you need to reduce the number of edges that you select
04:35
and maybe turn off the chain selection option,
04:37
so that way you can manually select specific entities that you want.
04:41
In this case,
04:42
I want to remove this as an option,
04:44
and maybe add this one here and remove this one,
04:47
and this may be a better freeform option to get started on a new model.
04:52
There are end type options.
04:54
You can determine whether or not your freeform pipe is open,
04:57
if it's squared off or has a spike,
04:59
and we can also directly manipulate how many segments we have,
05:03
and we can even select them and begin manipulating
05:05
them individually by adding or removing those sections.
05:09
In this case,
05:10
let's go ahead and say OK,
05:11
but we're not going to be manipulating or working with this freeform model.
05:15
Let's go back to Bo 2,
05:17
the cylinder.
05:18
Now that we have a couple of freeform models,
05:21
let's go ahead and talk about modifying them.
05:24
There are many modification tools that we have,
05:26
and this can become very overwhelming,
05:28
but there are a few common tools that we will explore.
05:31
First is edit form.
05:33
Edit form allows us to select vertices,
05:36
edges,
05:36
and faces and begin manipulating them directly.
05:40
I'm going to double click the right edge here and
05:42
note that we've got a manipulator on the screen.
05:45
This manipulator by default is called multi.
05:48
This allows us to transform or translate,
05:51
rotate or scale our selection.
05:53
For example,
05:54
if I select this arrow,
05:55
I'm going to begin translating the edge.
05:58
If I select the center point,
05:60
I'm going to begin scaling it.
06:02
And if I select one of these planes,
06:05
I can move in plane and make adjustments there.
06:08
We can also begin adding new edges by holding down the alt key.
06:12
Holding down the alt key allows us to extrude and add a new edge.
06:16
Holding down control and alt at the same time allows us to scale
06:21
or translate adding a new edge with a crease on it.
06:24
This can become very helpful as you begin working with your own models.
06:28
For example,
06:29
we may want to
06:30
hold down control and alt and scale this edge down.
06:35
And then we can right click and select OK to finish our operation.
06:39
So,
06:40
edit form is going to be one of the default tools that we use to create our geometry.
06:44
This is going to also be the default selection at the top of our modify menu.
06:49
Let's go ahead and select a couple of other edges and just play around with this,
06:52
scaling these out
06:54
and noting that we also have a tool called soft modification.
06:58
Soft modification allows us to make adjustments to our selection,
07:02
and we can dictate how much that has an effect on the overall model.
07:06
You can see that as I'm scaling this up and down,
07:09
the rest of the model is moving.
07:11
This edge here is staying still,
07:13
but you can see that there is an influence
07:15
that happens based on the color of these dots.
07:18
We can increase or decrease that based on face count.
07:22
We can also do it based on a specific dimension.
07:26
For example,
07:26
I can say 10 millimeters,
07:29
and if that falls within
07:30
the realm of any of the other selections,
07:32
it'll have that influence.
07:34
As we increase this to say 100 millimeters,
07:37
you can see now it's only going to impact or affect that next set of vertices.
07:42
So playing around with soft modification is a great
07:44
way to preserve the overall shape of your design,
07:47
while allowing it to modify and manipulate some surrounding geometry.
07:52
There are many other options in here,
07:54
for example,
07:55
changing the view of our object to box display,
07:58
our control frame display,
07:60
or back to our smooth display.
08:02
By default,
08:02
our freeform models are box displays,
08:06
and that box display is what's actually controlling
08:08
the tangency in the direction of our curvature.
08:12
But
08:12
oftentimes the final result is going to be our smooth display.
08:16
This is what we want to look at
08:18
to make sure that our final shape is correct.
08:21
You can get to this with some shortcut keys as
08:23
well as from our utility menu under display mode.
08:26
Let's go ahead and say OK for now,
08:28
and let's talk about some other modification tools.
08:31
In some cases we may find that our primitive doesn't have enough edges.
08:35
We can subdivide it,
08:37
we can insert edges,
08:38
or we can insert points.
08:40
Using insert edge allows us to select an edge or edges,
08:43
and then using the insert tool,
08:45
we're able to add a new edge to allow us to make more modifications.
08:49
We can dictate how far that is away from our original selected edge,
08:53
and we can also use either the exact or simple insertion mode.
08:58
Simple will place the edge affecting the overall shape of the design,
09:01
while the exact will determine where that edge can go and keep the original shape.
09:06
Let's go ahead and say cancel for this,
09:08
and let's explore the insert point.
09:10
Insert point will allow us to manually pick where these edges go,
09:13
once again giving us either simple or exact insertion mode.
09:17
This allows us to add edges to add more detail to certain areas.
09:21
I'm gonna use Control Z to undo that.
09:24
We also have the option to subdivide either a specific phase or an entire model.
09:30
Once again,
09:30
we have exact and simple insertion modes.
09:32
This will allow us to add additional faces once again to add more detail.
09:38
From our modification menu,
09:39
we've also got tools like merging edges,
09:42
welding vertices,
09:43
and bridging.
09:44
Using tools like bridge,
09:46
for example,
09:46
we can double click on this inside edge,
09:49
rotate our model around,
09:51
go to side 2,
09:52
and double click on this edge.
09:54
What this allows us to do is create an internal blended section
09:60
that will connect those two edges together.
10:03
Using the keep creases option,
10:04
we'll ensure that we've got a sharp edge here.
10:07
If you want to add or remove creases,
10:09
you can also use the crease or uncrease tool.
10:12
For example,
10:13
if I want to select uncrease,
10:14
I can double click this edge,
10:16
say OK,
10:17
and now I've got a smooth transition going into this section,
10:21
but a sharp transition on the inside.
10:24
It can be very easy to get overwhelmed with these tools,
10:26
but playing around with them is the best way to learn how they work.
10:30
While talking about edges increasing edges,
10:33
we also have a tool called the Bevel Edge Tool.
10:35
Now the bevel Edge tool can work on sharp or creased corners such as this,
10:40
we can say,
10:40
OK,
10:42
or it can work on edges like this.
10:44
I'm going to right click and say repeat bevel Edge.
10:46
I'm gonna double click here and then go to a bottom view.
10:50
We also have an option to keep creases,
10:52
although if we want to keep the original edges creased or sharp,
10:56
we can do that in our models.
10:57
But oftentimes the bevel is a great way to
10:59
add sharper transitions without having a hard crease.
11:03
There are multiple ways that we can dictate this bevel,
11:06
for example,
11:07
distance from the surrounding edges or relative offset.
11:11
This is going to be a ratio or a percentage away from our current edge.
11:15
We can also dictate the number of segments,
11:17
the spacing,
11:18
and we can include a crown value.
11:21
As we increase the crown value,
11:23
this is going to create a sharper transition,
11:26
creating more of a tighter radius.
11:28
If we decrease the crown value,
11:30
this will create a flatter transition.
11:33
Playing around with these values will have an impact on the final design.
11:37
So again,
11:38
do make sure that you explore them and understand how they work at a very basic level.
11:42
We also want to make sure we identify the utilities.
11:46
We've already talked about our display mode,
11:47
but we also have repair body and make uniform.
11:50
Oftentimes,
11:51
as our designs become complex,
11:53
we have issues with them.
11:54
Things like error stars or T points become a problem on our model
11:59
and prevent us from converting it to a solid or a surface body.
12:02
Using the repair bodies is a great way
12:04
to identify those problems and automatically repair them.
12:08
Another common utility tool is the option to make uniform.
12:13
When we use make uniform,
12:14
this allows us to take a look at the overall model
12:17
and create a more uniform
12:19
distribution of faces.
12:22
As we begin to add more detail,
12:23
we may find that we end up with a lot of edges in certain areas,
12:28
and using the tools like make uniform can be a great
12:31
way for us to turn that into a more uniformed model.
12:35
Once again,
12:36
there are many different free form tools available to us,
12:39
and the best way to learn them is by playing around.
12:42
Remember that once we finish a form,
12:44
any of these bodies that are closed are going to be converted into solid bodies.
12:49
Anything that is open is going to be converted into a surface body.
12:53
So keep in mind that as you're modeling in the freeform workspace,
12:56
if you need a surface downstream,
12:59
Make sure that your design stays open.
13:01
If you need a solid body,
13:03
make sure that your design is closed before finishing the form.
13:06
And if you need to make any modifications,
13:08
you can always double click and go back and edit this feature.
13:11
Even though it is direct modeling,
13:13
it is saved in the timeline and you can go back and make changes at any point.
13:17
For now,
13:18
go ahead and save this design and continue to play around with these freeform tools,
13:22
and once you're done,
13:23
go ahead and move on to the next step.
How to buy
Privacy | Do not sell or share my personal information | Cookie preferences | Report noncompliance | Terms of use | Legal | © 2025 Autodesk Inc. All rights reserved
Sign in to start learning
Sign in for unlimited free access to all learning content.Save your progress
Take assessments
Receive personalized recommendations
May we collect and use your data?
Learn more about the Third Party Services we use and our Privacy Statement.May we collect and use your data to tailor your experience?
Explore the benefits of a customized experience by managing your privacy settings for this site or visit our Privacy Statement to learn more about your options.