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Integrated BIM tools, including Revit, AutoCAD, and Civil 3D
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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
Repairs and modifications.
00:05
In this video, we'll use make uniform and use repair body.
00:11
In Fusion 360, we want to carry on with our car hood design.
00:15
We've already added edges and we've tried to make sure that all the geometry is smooth,
00:20
but that doesn't necessarily mean that we don't have problems and often times the problems are going to be extremely hard to find,
00:27
especially if you had, let's say, a full car model as opposed to just the front end.
00:32
Well, there are some tools and utilities that we can use to help simplify this process.
00:37
First we can use something called display mode.
00:41
Display mode allows us to change back and forth between box display, control frame or smooth.
00:48
The box display will be the external edges or geometry that are controlling the underlying curvature.
00:54
Now, oftentimes box display will help us identify a potential overlaps or problems.
00:59
Everything might look fine on the smooth display, but the box display will highlight those problems.
01:05
Everything looks pretty good here, but we could make some adjustments to make these areas more uniform.
01:11
I'm going to go back to my smooth display and say, OK.
01:14
And note that we can use shortcut keys on the keyboard to go back and forth using Alt 1, 2 or 3 to get back and forth,
01:22
between box, the control frame or the smooth display
01:26
Under utilities, we also have options to repair body and make uniform.
01:31
Let's take a look at repair body.
01:33
We're going to select the body and we're going to allow it to look for different areas.
01:38
For example, the error labels are error stars, T points, free edges.
01:44
And then we also have some geometry labels.
01:46
When we take a look at these, you'll notice that as we zoom in this, T is a t point.
01:52
The T point means that we have an edge that ends in the middle of another edge.
01:58
That T point is allowed and doesn't necessarily mean there's a problem.
02:02
But often times you will see errors in geometry introduced based on T points.
02:08
We have error stars and these generally happen when we have a drastic change in curvature that happens at an intersection point,
02:16
between more than four edges.
02:19
So you can see here we've got 1, 2, 3, 4 and 5 coming in.
02:24
And in this case we only have 3.
02:26
The ideal geometry is going to be all four sided patches.
02:31
If we can maintain four sided patches on all of our geometry, then we won't see any error stars or T points show up.
02:40
You will note that all of these are yellow and these yellow points are showing up as non issues.
02:47
They're just simply highlighting problems.
02:50
The end guns are showing areas that have in this case three sided patches.
02:55
So you can see we have a three sided here.
02:58
A three sided here and on the other side because we have symmetry.
03:02
Once again, it's really looking for those four sided patches as the ideal geometry.
03:08
If we use auto repair, it will go through the model and it will try to repair any potential issues,
03:13
that you would see with the stars, T points or free edges.
03:17
Because we don't have any of those problems, we can simply hit OK.
03:21
Next under utilities we have make uniform.
03:25
We can select the Tspline body and then we can say OK and allow it to go through,
03:30
and try to adjust the scale of the different areas to try to make it more of a uniform display.
03:37
Now in this case, we have a lot of areas where we have these T points and they're ending at individual sections.
03:45
You also note that in some cases we could likely get rid of these.
03:50
Now while there is not an automatic modification to make that happen, we do have the ability to select edges,
03:59
and once we make those selections, we can hit delete on the keyboard to remove them.
04:04
We will want to make sure that we go across and we can do this by double clicking on one of these edges,
04:10
and it'll carry that tangency and then we can hit delete on the keyboard.
04:14
Using this process to clean up or simplify the model will go a long way in making sure that we don't introduce any of those error T points or stars.
04:25
In some cases like this here, once we remove it, it might drastically alter the geometry but everything so far looks pretty good.
04:34
We might want to double click on this edge, go to modify and add a crease.
04:39
Adding a crease to that edge will affect change in other areas.
04:43
But in most cases this will likely mean that we get a cleaner set of geometry.
04:49
I'm going to use edit form to pull the hood, scoop up a little bit and I'm going to say, OK.
04:55
So using some of those tools allowed us to make some drastic changes to the amount of divisions that we had,
05:01
and to make sure that we didn't have any errors.
05:04
Once we made those changes by removing edges, we can always go back in and take a look at repair body,
05:10
and make sure that we don't have any problems that were introduced based on any geometry changes.
05:16
For this example, everything looks pretty good.
05:18
So I'm going to go back to a home view, make sure that I save the design before moving on.
Video transcript
00:02
Repairs and modifications.
00:05
In this video, we'll use make uniform and use repair body.
00:11
In Fusion 360, we want to carry on with our car hood design.
00:15
We've already added edges and we've tried to make sure that all the geometry is smooth,
00:20
but that doesn't necessarily mean that we don't have problems and often times the problems are going to be extremely hard to find,
00:27
especially if you had, let's say, a full car model as opposed to just the front end.
00:32
Well, there are some tools and utilities that we can use to help simplify this process.
00:37
First we can use something called display mode.
00:41
Display mode allows us to change back and forth between box display, control frame or smooth.
00:48
The box display will be the external edges or geometry that are controlling the underlying curvature.
00:54
Now, oftentimes box display will help us identify a potential overlaps or problems.
00:59
Everything might look fine on the smooth display, but the box display will highlight those problems.
01:05
Everything looks pretty good here, but we could make some adjustments to make these areas more uniform.
01:11
I'm going to go back to my smooth display and say, OK.
01:14
And note that we can use shortcut keys on the keyboard to go back and forth using Alt 1, 2 or 3 to get back and forth,
01:22
between box, the control frame or the smooth display
01:26
Under utilities, we also have options to repair body and make uniform.
01:31
Let's take a look at repair body.
01:33
We're going to select the body and we're going to allow it to look for different areas.
01:38
For example, the error labels are error stars, T points, free edges.
01:44
And then we also have some geometry labels.
01:46
When we take a look at these, you'll notice that as we zoom in this, T is a t point.
01:52
The T point means that we have an edge that ends in the middle of another edge.
01:58
That T point is allowed and doesn't necessarily mean there's a problem.
02:02
But often times you will see errors in geometry introduced based on T points.
02:08
We have error stars and these generally happen when we have a drastic change in curvature that happens at an intersection point,
02:16
between more than four edges.
02:19
So you can see here we've got 1, 2, 3, 4 and 5 coming in.
02:24
And in this case we only have 3.
02:26
The ideal geometry is going to be all four sided patches.
02:31
If we can maintain four sided patches on all of our geometry, then we won't see any error stars or T points show up.
02:40
You will note that all of these are yellow and these yellow points are showing up as non issues.
02:47
They're just simply highlighting problems.
02:50
The end guns are showing areas that have in this case three sided patches.
02:55
So you can see we have a three sided here.
02:58
A three sided here and on the other side because we have symmetry.
03:02
Once again, it's really looking for those four sided patches as the ideal geometry.
03:08
If we use auto repair, it will go through the model and it will try to repair any potential issues,
03:13
that you would see with the stars, T points or free edges.
03:17
Because we don't have any of those problems, we can simply hit OK.
03:21
Next under utilities we have make uniform.
03:25
We can select the Tspline body and then we can say OK and allow it to go through,
03:30
and try to adjust the scale of the different areas to try to make it more of a uniform display.
03:37
Now in this case, we have a lot of areas where we have these T points and they're ending at individual sections.
03:45
You also note that in some cases we could likely get rid of these.
03:50
Now while there is not an automatic modification to make that happen, we do have the ability to select edges,
03:59
and once we make those selections, we can hit delete on the keyboard to remove them.
04:04
We will want to make sure that we go across and we can do this by double clicking on one of these edges,
04:10
and it'll carry that tangency and then we can hit delete on the keyboard.
04:14
Using this process to clean up or simplify the model will go a long way in making sure that we don't introduce any of those error T points or stars.
04:25
In some cases like this here, once we remove it, it might drastically alter the geometry but everything so far looks pretty good.
04:34
We might want to double click on this edge, go to modify and add a crease.
04:39
Adding a crease to that edge will affect change in other areas.
04:43
But in most cases this will likely mean that we get a cleaner set of geometry.
04:49
I'm going to use edit form to pull the hood, scoop up a little bit and I'm going to say, OK.
04:55
So using some of those tools allowed us to make some drastic changes to the amount of divisions that we had,
05:01
and to make sure that we didn't have any errors.
05:04
Once we made those changes by removing edges, we can always go back in and take a look at repair body,
05:10
and make sure that we don't have any problems that were introduced based on any geometry changes.
05:16
For this example, everything looks pretty good.
05:18
So I'm going to go back to a home view, make sure that I save the design before moving on.
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