& 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
00:02
Introduction to forms.
00:05
In this video, we’ll explain BREP versus Tspline surfaces and identify a form body.
00:13
In Fusion 360, we want to get started with the supplied data set BREP versus Tspline.
00:19
In this design, we have a single sketch that contains two rectangles.
00:22
We're going to talk about the differences between a BREP or boundary representation and a Tspline or a form body,
00:30
To get started, we're first going to go to create, revolve and select one of the sketch profiles,
00:37
and then for the axis of revolution, just select one of the vertical edges and create a new body.
00:42
We want to bring back the sketch but we want to talk about the fact that this is a BREP body.
00:48
A BREP body is a solid body that's comprised of individual faces on the external portion of the body.
00:56
When we create a form body, we're talking about a subdivision that allows us to have minute control over various areas of the design.
01:05
In order to create a form body, we need to select create form.
01:10
Once we do that, we have several creation tools at our disposal, we can create sketches in here.
01:16
We can use primitives to define.
01:18
We can create faces or we can use some of our standard tools such as extrude, revolve, sweep or loft.
01:25
In this example we're going to take a look at using revolve and using that closed profile on the right hand side.
01:32
One of the vertical edges for the axis of revolution.
01:35
And simply note on screen the differences between the creation of that revolve in the solid workspace and the creation of it here in the forms.
01:44
You'll note that we do have some options for the number of divisions the way that the spacing is defined whether or not we have symmetry.
01:51
For this example, we're not going to add symmetry, we're simply going to create this new body and then we can hide our sketch.
01:58
In the Bodies folder, you'll note that currently this looks like a surface body icon but it's purple and it has divisions on the face.
02:07
Whenever we're working inside of the form tool set, as long as we have a closed volume, that closed volume will be converted back to a solid BREP.
02:17
As soon as we have an open volume, that open volume will be converted to a set of surfaces.
02:24
So in this case if we finish form, it looks very similar.
02:28
However, you will note that there is a division on that top face.
02:32
We have two solid bodies that really appear no different at all when we take a look at them in the browser.
02:38
And then if we look at the timeline, you'll notice that we have our revolve and then we have a form feature.
02:44
It's important to note that forms do not capture timeline history.
02:48
However, we can go in and use direct modeling tools to modify it.
02:53
For example, if we right click on the form and select edit. if I use modify edit form, I can select individual faces.
03:02
I can select edges or I can select verteces.
03:06
I can manipulate them by translating them by rotating them or by scaling them.
03:12
There are additional tools that we can use.
03:14
But for right now this is the basis of how we can manipulate these form bodies.
03:19
If we finish form, we're still converted back to that same solid body.
03:24
However, you'll note that it no longer looks like a cylinder.
03:28
We do have the option to convert solid geometry and formed geometry.
03:32
But of course, there are limitations.
03:35
If we select create form, we have an option under utilities to select convert.
03:41
When we select convert, we have the option to convert Tsplines to BREPs, BREP faces to Tsplines or quad meshes to Tsplines.
03:51
Quad meshes are going to be outside of the topic here but we're going to take a look at BREP faces to Tsplines.
03:57
We're going to select a face and note when I select a circular face that I'm getting a quad patch.
04:05
The quad patch has four sides to it and simply is encompassing everything that we selected.
04:12
If I select the cylinder, however, that is converted a little bit more cleanly because it can be broken down into those quad patches.
04:20
Now we have two separate form bodies that are inside of this form feature in the timeline.
04:26
These can each be manipulated by selecting faces, edges or verteces.
04:31
And using tools like edit form.
04:36
When we finish the form, these are both converted into individual surfaces.
04:41
So these surfaces are modified inside of the form workspace,
04:45
but converted back to a boundary representation when we come back into our design workspace.
04:52
So keep in mind when we begin working with forms, this gives us more control over creating these organic type shapes,
05:00
but we do have to always be mindful of how we're starting out our shapes and what the end goal is,
05:06
whether it's going to be a solid or a surface, it really doesn't matter as long as we follow best practices as we're defining them.
05:13
At this point, let's make sure that we save this design before moving on.
00:02
Introduction to forms.
00:05
In this video, we’ll explain BREP versus Tspline surfaces and identify a form body.
00:13
In Fusion 360, we want to get started with the supplied data set BREP versus Tspline.
00:19
In this design, we have a single sketch that contains two rectangles.
00:22
We're going to talk about the differences between a BREP or boundary representation and a Tspline or a form body,
00:30
To get started, we're first going to go to create, revolve and select one of the sketch profiles,
00:37
and then for the axis of revolution, just select one of the vertical edges and create a new body.
00:42
We want to bring back the sketch but we want to talk about the fact that this is a BREP body.
00:48
A BREP body is a solid body that's comprised of individual faces on the external portion of the body.
00:56
When we create a form body, we're talking about a subdivision that allows us to have minute control over various areas of the design.
01:05
In order to create a form body, we need to select create form.
01:10
Once we do that, we have several creation tools at our disposal, we can create sketches in here.
01:16
We can use primitives to define.
01:18
We can create faces or we can use some of our standard tools such as extrude, revolve, sweep or loft.
01:25
In this example we're going to take a look at using revolve and using that closed profile on the right hand side.
01:32
One of the vertical edges for the axis of revolution.
01:35
And simply note on screen the differences between the creation of that revolve in the solid workspace and the creation of it here in the forms.
01:44
You'll note that we do have some options for the number of divisions the way that the spacing is defined whether or not we have symmetry.
01:51
For this example, we're not going to add symmetry, we're simply going to create this new body and then we can hide our sketch.
01:58
In the Bodies folder, you'll note that currently this looks like a surface body icon but it's purple and it has divisions on the face.
02:07
Whenever we're working inside of the form tool set, as long as we have a closed volume, that closed volume will be converted back to a solid BREP.
02:17
As soon as we have an open volume, that open volume will be converted to a set of surfaces.
02:24
So in this case if we finish form, it looks very similar.
02:28
However, you will note that there is a division on that top face.
02:32
We have two solid bodies that really appear no different at all when we take a look at them in the browser.
02:38
And then if we look at the timeline, you'll notice that we have our revolve and then we have a form feature.
02:44
It's important to note that forms do not capture timeline history.
02:48
However, we can go in and use direct modeling tools to modify it.
02:53
For example, if we right click on the form and select edit. if I use modify edit form, I can select individual faces.
03:02
I can select edges or I can select verteces.
03:06
I can manipulate them by translating them by rotating them or by scaling them.
03:12
There are additional tools that we can use.
03:14
But for right now this is the basis of how we can manipulate these form bodies.
03:19
If we finish form, we're still converted back to that same solid body.
03:24
However, you'll note that it no longer looks like a cylinder.
03:28
We do have the option to convert solid geometry and formed geometry.
03:32
But of course, there are limitations.
03:35
If we select create form, we have an option under utilities to select convert.
03:41
When we select convert, we have the option to convert Tsplines to BREPs, BREP faces to Tsplines or quad meshes to Tsplines.
03:51
Quad meshes are going to be outside of the topic here but we're going to take a look at BREP faces to Tsplines.
03:57
We're going to select a face and note when I select a circular face that I'm getting a quad patch.
04:05
The quad patch has four sides to it and simply is encompassing everything that we selected.
04:12
If I select the cylinder, however, that is converted a little bit more cleanly because it can be broken down into those quad patches.
04:20
Now we have two separate form bodies that are inside of this form feature in the timeline.
04:26
These can each be manipulated by selecting faces, edges or verteces.
04:31
And using tools like edit form.
04:36
When we finish the form, these are both converted into individual surfaces.
04:41
So these surfaces are modified inside of the form workspace,
04:45
but converted back to a boundary representation when we come back into our design workspace.
04:52
So keep in mind when we begin working with forms, this gives us more control over creating these organic type shapes,
05:00
but we do have to always be mindful of how we're starting out our shapes and what the end goal is,
05:06
whether it's going to be a solid or a surface, it really doesn't matter as long as we follow best practices as we're defining them.
05:13
At this point, let's make sure that we save this design before moving on.
Step-by-step guide