& 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
Integrated BIM tools, including Revit, AutoCAD, and Civil 3D
Professional CAD/CAM tools built on Inventor and AutoCAD
Transcript
00:02
Insert edges and subdivisions.
00:06
In this video, we'll use insert edge, insert point and use subdivide.
00:12
In Fusion 360, we want to carry on with our car hood and make sure that we are still in the forms tool.
00:19
Now we're going to talk about ways in which we can insert edges to the design.
00:23
When we take a look at this design, this front corner has a small crease in it.
00:28
As we rotate the design around, we can see that and it becomes apparent in certain areas.
00:34
If we go to inspect, we can take a look at curvature map analysis of the body,
00:39
and we can follow along and see areas where we potentially have problems with the curvature.
00:44
You can see sometimes this will appear at points where we have multiple intersections of faces.
00:50
In other cases, this might happen where we have edges terminate in the middle of another edge.
00:56
With Tsplines, you have the ability to create these types of intersections,
01:01
but we need to be careful and we always want to try to maintain a four sided patch or face whenever possible.
01:07
So in some areas you'll note this edge for example, ends in the middle of this face and there isn't really any problem there.
01:15
However, this one here has 1, 2, 3, 4, 5 and 6 separate faces.
01:23
So the way that we're going to approach this is by using some of the modify tools.
01:28
First we want to note that we have insert edge, subdivide and insert point, all three of these can be extremely helpful.
01:35
But this first case we're going to take a look at insert point.
01:39
This will allow us to select two vertices, in this case I'll go from here to here and we'll say OK.
01:47
This will allow us to add an edge that connects those.
01:50
And you'll notice that a lot of the other geometry changed along with it.
01:54
I'm going to hit control Z to undo and note that the fender itself was affected by simply adding that point.
02:02
Let's go back to insert point, let's make the same selection.
02:06
But this time instead of simple, let's use the exact method.
02:10
The exact method could potentially be problematic for this selection.
02:15
You'll note that exact is not allowing us to select those same vertices,
02:20
and we'll have to go through the process of selecting points on the edge or potentially going to the midpoint.
02:28
Now you see when I try to add a point there, it's creating all of these divisions that go along the body.
02:35
I'm going to say OK to see what happens.
02:37
But note that it created that intersection.
02:40
It automatically went to this edge and it automatically connected this point.
02:44
Now we have that nice smooth transition that rolls into this opening carries on into the fender without us having to make those selections.
02:53
You'll note also that it didn't carry this edge all the way to the middle.
02:57
So it's not universally true.
02:59
It doesn't necessarily carry all the way through the geometry.
03:03
But let's take a look at some of the other options.
03:06
If we use insert edge, we can select an edge and we can determine which side it's going to be on.
03:12
In this case, we also have simple or exact and those will have differing effects depending on your geometry.
03:20
I'm going to set the insert location to minus 1 and then I'm gonna say OK.
03:26
Notice when I do that it inserts it but it makes some changes to the geometry and these two points don't line up.
03:33
There are different ways that we can work with this.
03:36
But if we use control Z and undo you can see that it's really not giving us the result that we expect.
03:42
Insert edge works really well when you don't intend to connect it with an open vertex.
03:49
So insert edge would be great if we wanted to divide up a certain area to add more geometry.
03:54
But in this case, using insert point is going to be a much better option.
03:59
But we will need to use simple in order to go between these two points and say OK.
04:05
So that allowed us to clean up that area, get that extra division in there,
04:09
to make sure that we don't have any of these edges ending in the middle of another edge.
04:14
But what about some of the other options like subdivide?
04:18
If we go to modify and we select Subdivide, this allows us to select a face or set of faces.
04:25
For example, if I hold down control or command, I can select a lot of faces and then you can see the divisions that are being made.
04:33
This insertion mode is simple, which means it's able to affect change on the rest of the geometry.
04:39
If I view this from the right hand side and change this to exact, it's going to keep the original geometry.
04:45
But one thing you'll note is it makes a lot more surface divisions.
04:49
Simple will add as few as possible, but it will change the surrounding geometry.
04:54
Exact will add as many as it needs to in order to preserve the shape of your model.
04:59
So once again, depending on the intent, exact or simple might be a good option,
05:05
but you really have to be careful but you don't want to add too many divisions to a model.
05:11
Let's finish this off by using insert point one more time and noting how it pulled that geometry in.
05:21
From this point, we've added a lot of edges but we've cleaned up any potential problems we may have had by having five or six sided patches.
05:30
So let's navigate back to a home view and let's save the design before we move on.
Video transcript
00:02
Insert edges and subdivisions.
00:06
In this video, we'll use insert edge, insert point and use subdivide.
00:12
In Fusion 360, we want to carry on with our car hood and make sure that we are still in the forms tool.
00:19
Now we're going to talk about ways in which we can insert edges to the design.
00:23
When we take a look at this design, this front corner has a small crease in it.
00:28
As we rotate the design around, we can see that and it becomes apparent in certain areas.
00:34
If we go to inspect, we can take a look at curvature map analysis of the body,
00:39
and we can follow along and see areas where we potentially have problems with the curvature.
00:44
You can see sometimes this will appear at points where we have multiple intersections of faces.
00:50
In other cases, this might happen where we have edges terminate in the middle of another edge.
00:56
With Tsplines, you have the ability to create these types of intersections,
01:01
but we need to be careful and we always want to try to maintain a four sided patch or face whenever possible.
01:07
So in some areas you'll note this edge for example, ends in the middle of this face and there isn't really any problem there.
01:15
However, this one here has 1, 2, 3, 4, 5 and 6 separate faces.
01:23
So the way that we're going to approach this is by using some of the modify tools.
01:28
First we want to note that we have insert edge, subdivide and insert point, all three of these can be extremely helpful.
01:35
But this first case we're going to take a look at insert point.
01:39
This will allow us to select two vertices, in this case I'll go from here to here and we'll say OK.
01:47
This will allow us to add an edge that connects those.
01:50
And you'll notice that a lot of the other geometry changed along with it.
01:54
I'm going to hit control Z to undo and note that the fender itself was affected by simply adding that point.
02:02
Let's go back to insert point, let's make the same selection.
02:06
But this time instead of simple, let's use the exact method.
02:10
The exact method could potentially be problematic for this selection.
02:15
You'll note that exact is not allowing us to select those same vertices,
02:20
and we'll have to go through the process of selecting points on the edge or potentially going to the midpoint.
02:28
Now you see when I try to add a point there, it's creating all of these divisions that go along the body.
02:35
I'm going to say OK to see what happens.
02:37
But note that it created that intersection.
02:40
It automatically went to this edge and it automatically connected this point.
02:44
Now we have that nice smooth transition that rolls into this opening carries on into the fender without us having to make those selections.
02:53
You'll note also that it didn't carry this edge all the way to the middle.
02:57
So it's not universally true.
02:59
It doesn't necessarily carry all the way through the geometry.
03:03
But let's take a look at some of the other options.
03:06
If we use insert edge, we can select an edge and we can determine which side it's going to be on.
03:12
In this case, we also have simple or exact and those will have differing effects depending on your geometry.
03:20
I'm going to set the insert location to minus 1 and then I'm gonna say OK.
03:26
Notice when I do that it inserts it but it makes some changes to the geometry and these two points don't line up.
03:33
There are different ways that we can work with this.
03:36
But if we use control Z and undo you can see that it's really not giving us the result that we expect.
03:42
Insert edge works really well when you don't intend to connect it with an open vertex.
03:49
So insert edge would be great if we wanted to divide up a certain area to add more geometry.
03:54
But in this case, using insert point is going to be a much better option.
03:59
But we will need to use simple in order to go between these two points and say OK.
04:05
So that allowed us to clean up that area, get that extra division in there,
04:09
to make sure that we don't have any of these edges ending in the middle of another edge.
04:14
But what about some of the other options like subdivide?
04:18
If we go to modify and we select Subdivide, this allows us to select a face or set of faces.
04:25
For example, if I hold down control or command, I can select a lot of faces and then you can see the divisions that are being made.
04:33
This insertion mode is simple, which means it's able to affect change on the rest of the geometry.
04:39
If I view this from the right hand side and change this to exact, it's going to keep the original geometry.
04:45
But one thing you'll note is it makes a lot more surface divisions.
04:49
Simple will add as few as possible, but it will change the surrounding geometry.
04:54
Exact will add as many as it needs to in order to preserve the shape of your model.
04:59
So once again, depending on the intent, exact or simple might be a good option,
05:05
but you really have to be careful but you don't want to add too many divisions to a model.
05:11
Let's finish this off by using insert point one more time and noting how it pulled that geometry in.
05:21
From this point, we've added a lot of edges but we've cleaned up any potential problems we may have had by having five or six sided patches.
05:30
So let's navigate back to a home view and let's save the design before we move on.
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