& 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
Manipulate faces, edges and vertices.
00:07
In this video, we'll use edit form, scale a set of faces and move a group of edges.
00:14
In Fusion 360, we want to carry on with our box primitive.
00:18
With this Body 1 we want to learn a little bit more about the modify edit form tool and how we can use it to create specific geometry.
00:27
So I'm going to start by selecting edit form and take a look at the edit form dialog.
00:32
First we need to select a Tspline entity.
00:35
The entity can either be a vertex or multiple vertices, it can be an edge or multiple edges or a face or multiple faces.
00:45
By default the selection filter is set to all, which means that we can select faces, vertices or edges.
00:54
If we do a box select, you'll notice that we're selecting faces and edges.
00:59
If we change this selection filter to vertices, you'll notice the display changes and gives us just the vertex display.
01:07
If we do a box select, we're only selecting those vertices.
01:10
The same thing is true for using just edges or just faces.
01:16
In addition to having the selection filter set to all or multi, we have a transform mode and by default this is also set to multi.
01:25
If I select a face, the multi transform manipulator on screen shows us the ability to transform in a single direction, transform in a plane,
01:38
or we can use scale in a single direction, scale in two directions or on plane, and we can also rotate.
01:48
By changing the manipulator to be only translation, we will limit the number of degrees of freedom that we have.
01:55
But oftentimes this can make the selection process a little bit easier.
01:59
If we only want to rotate or we only want to scale, using these options can simplify the process.
02:06
So in this case, if I want to scale just in the Z direction or if I want to scale in the Y direction or if I want to scale in the X direction,
02:15
I can grab just those directions.
02:18
If I want to scale in both Y and Z, I can use the upper corner, if I want to scale and X and Z, I can use this upper corner,
02:26
and X and Y, this lower corner here.
02:29
Understanding the various transform modes is a critical step in creating these Tspline bodies, but there is a lot more to the edit form tool.
02:39
Next let's talk about coordinate space.
02:41
By default, we're going to be using what's called world space and that's the coordinate system based on the view cube in the upper right hand corner.
02:49
If I select a face, a moving in X, Y and Z.
02:53
There are other options that we have.
02:55
For example, view space, view space is only going to give us two axes but it's going to be aligned to, however, our model is currently viewed.
03:04
If I rotate this around, the view space changes based on the orientation of the model in relation to our viewing point.
03:13
This can be extremely helpful but in most cases it will likely stay on world space.
03:19
There are some other options such as selection space, which can be normal to the selection of the surface or multiple surfaces.
03:28
And then we also have local per entity.
03:31
Again, local per entity can be helpful, especially when we're dealing with curvature that we want to move normal to its current position.
03:38
We aren't going to go through all of the options inside of edit form.
03:42
But there is one more that I do want to mention and that's called soft modification.
03:47
Soft modification is extremely helpful when the changes that you want to make are affecting more of the model than you intended.
03:56
For example, with soft modification off in this vertex selected, you can see that it's just pulling this single vertex,
04:04
and likely it's changing the overall shape of our design.
04:07
If we turn on soft modification, we can see colorization of the edges and vertices and the red color indicates areas that are going to move more.
04:17
The white color indicates areas that are going to move less and if none of them are shaded, those are areas that will not move.
04:23
So now as I pull, you can see that it's having more of a general effect on the body rather than just pulling that single vertex.
04:32
This can be configured based on face count, based on distance or based on another option for rectangular face count,
04:40
which lets you define length and with faces.
04:43
So for example, if I only want to affect one face in a single direction, but two faces in another, I have the ability to do that.
04:52
We can also modify the transition whether it's linear between the edges, whether it's bulge or whether it's smooth.
05:00
This is more apparent on larger models with more complex curvature,
05:04
but it is important to play around with these tools to see how they can affect the transition and changes in your models.
05:11
For now, I'm going to turn soft modification back off and select OK.
05:15
I want to navigate back to a home view and make sure that I save this before moving on.
Video transcript
00:02
Manipulate faces, edges and vertices.
00:07
In this video, we'll use edit form, scale a set of faces and move a group of edges.
00:14
In Fusion 360, we want to carry on with our box primitive.
00:18
With this Body 1 we want to learn a little bit more about the modify edit form tool and how we can use it to create specific geometry.
00:27
So I'm going to start by selecting edit form and take a look at the edit form dialog.
00:32
First we need to select a Tspline entity.
00:35
The entity can either be a vertex or multiple vertices, it can be an edge or multiple edges or a face or multiple faces.
00:45
By default the selection filter is set to all, which means that we can select faces, vertices or edges.
00:54
If we do a box select, you'll notice that we're selecting faces and edges.
00:59
If we change this selection filter to vertices, you'll notice the display changes and gives us just the vertex display.
01:07
If we do a box select, we're only selecting those vertices.
01:10
The same thing is true for using just edges or just faces.
01:16
In addition to having the selection filter set to all or multi, we have a transform mode and by default this is also set to multi.
01:25
If I select a face, the multi transform manipulator on screen shows us the ability to transform in a single direction, transform in a plane,
01:38
or we can use scale in a single direction, scale in two directions or on plane, and we can also rotate.
01:48
By changing the manipulator to be only translation, we will limit the number of degrees of freedom that we have.
01:55
But oftentimes this can make the selection process a little bit easier.
01:59
If we only want to rotate or we only want to scale, using these options can simplify the process.
02:06
So in this case, if I want to scale just in the Z direction or if I want to scale in the Y direction or if I want to scale in the X direction,
02:15
I can grab just those directions.
02:18
If I want to scale in both Y and Z, I can use the upper corner, if I want to scale and X and Z, I can use this upper corner,
02:26
and X and Y, this lower corner here.
02:29
Understanding the various transform modes is a critical step in creating these Tspline bodies, but there is a lot more to the edit form tool.
02:39
Next let's talk about coordinate space.
02:41
By default, we're going to be using what's called world space and that's the coordinate system based on the view cube in the upper right hand corner.
02:49
If I select a face, a moving in X, Y and Z.
02:53
There are other options that we have.
02:55
For example, view space, view space is only going to give us two axes but it's going to be aligned to, however, our model is currently viewed.
03:04
If I rotate this around, the view space changes based on the orientation of the model in relation to our viewing point.
03:13
This can be extremely helpful but in most cases it will likely stay on world space.
03:19
There are some other options such as selection space, which can be normal to the selection of the surface or multiple surfaces.
03:28
And then we also have local per entity.
03:31
Again, local per entity can be helpful, especially when we're dealing with curvature that we want to move normal to its current position.
03:38
We aren't going to go through all of the options inside of edit form.
03:42
But there is one more that I do want to mention and that's called soft modification.
03:47
Soft modification is extremely helpful when the changes that you want to make are affecting more of the model than you intended.
03:56
For example, with soft modification off in this vertex selected, you can see that it's just pulling this single vertex,
04:04
and likely it's changing the overall shape of our design.
04:07
If we turn on soft modification, we can see colorization of the edges and vertices and the red color indicates areas that are going to move more.
04:17
The white color indicates areas that are going to move less and if none of them are shaded, those are areas that will not move.
04:23
So now as I pull, you can see that it's having more of a general effect on the body rather than just pulling that single vertex.
04:32
This can be configured based on face count, based on distance or based on another option for rectangular face count,
04:40
which lets you define length and with faces.
04:43
So for example, if I only want to affect one face in a single direction, but two faces in another, I have the ability to do that.
04:52
We can also modify the transition whether it's linear between the edges, whether it's bulge or whether it's smooth.
05:00
This is more apparent on larger models with more complex curvature,
05:04
but it is important to play around with these tools to see how they can affect the transition and changes in your models.
05:11
For now, I'm going to turn soft modification back off and select OK.
05:15
I want to navigate back to a home view and make sure that I save this before moving on.
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