& Construction
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& Manufacturing
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Professional CAD/CAM tools built on Inventor and AutoCAD
Transcript
00:02
create and edit a form body.
00:06
After completing this video, you'll be able to create a form face,
00:09
a form cylinder and use edit form
00:13
Infusion 3 60.
00:14
We want to get started with the supplied data
00:16
set trigger with mechanics dot F three D.
00:19
This design already contains a canvas image.
00:22
The trigger we created as well as some of
00:24
the components that are internal to the reciprocating saw.
00:27
To get started. We want to create what's called a form body.
00:31
Our foreign bodies are a contextual environment that allows to direct model
00:35
of design by pushing and pulling on vert is's edges and faces
00:40
To get started.
00:40
We should think about the design and how we want to organize infusion 360.
00:44
If we simply start by creating a form,
00:47
the bodies will be placed at the top level of our design.
00:49
So in this instance I want to start by creating my new component.
00:53
I'm going to call this saw casing.
00:57
We're going to start by activating it and say ok,
01:01
once we're inside of our new component, I'm then going to create my form.
01:05
This opens up the contextual form environment that allows us to
01:08
create foreign bodies and manipulate them before we get too far.
01:12
Let's go ahead and expand the canvases,
01:14
edit our canvas and increase the canvas opacity to 100.
01:19
This makes it a little bit brighter and easier for us to see
01:22
next at this point in time.
01:24
We don't need to see the trigger model or the internal mechanics so we
01:28
can hide those and then we can begin working on our foreign body.
01:32
There are many types of form bodies that we can use as a starting point,
01:35
most commonly the box,
01:37
the plane and the face are used on designs
01:40
but any of the different methods can be used,
01:42
such as extrude revolves, sweeps and lofts or any of the other primitives.
01:47
The pipe method and the extrude revolve,
01:50
sweep and loft will require sketch entities to be used for this example.
01:54
We're going to start with a plane and we're going to also use a cylinder
01:58
for the plane.
01:59
We need to select a plane or plane or face and
02:01
then we can use the center or two point rectangle method.
02:05
We're gonna use the two point rectangle method and place one roughly over the logo.
02:10
We're gonna zoom in a bit so we can see what's going on. By default.
02:13
It's going to have to length faces and two with faces.
02:16
We can use the on screen manipulators and drag toward the
02:19
minus sign to reduce this down to one in each direction.
02:23
To start our design, we simply just need one face with four edges.
02:28
The end goal is going to be to create quad
02:31
or foresighted faces to be used in our design.
02:34
That will give us the best result.
02:37
Next we want to manipulate this face so that it's in
02:40
line with the angle of the handle to do this.
02:43
We're going to use modify edit form.
02:46
Edit form has a lot of options first.
02:48
The transform mode multi allows us to move rotate and scale our selections.
02:54
We're going to be using the multi option and the world space coordinates. Space.
02:58
The selection filter allows us to select only versaces edges,
03:02
faces all or an entire body.
03:05
We're going to be again using the default, which is all
03:09
for this example.
03:10
We need to select this edge on the right hand side and I'm gonna start
03:14
by moving the pivot point using set pivot and placing it at the bottom,
03:19
then hitting the green checkmark.
03:20
Done.
03:21
Once I do that, I can then begin to rotate this edge to an appropriate angle.
03:26
We can also move the entire edge or we can
03:30
use individual versus is to move the edges as well.
03:34
Any of these methods will be fine.
03:36
It's just simply good to play around with the different options.
03:40
The number of faces that we use in our design is
03:42
going to affect how hard it is to control the shape.
03:45
So it's always a good idea to start with the least number of faces possible.
03:49
In this case, just one.
03:51
Once we're happy with the orientation of the first face,
03:54
we can use extrude to begin adding more detail.
03:57
For example, I'm going to take this front edge holding down the
04:01
key, I'm gonna pull forward. This is going to create an additional face.
04:06
It's extruding that edge out
04:08
at this point in time. Everything is still flat.
04:11
If I rotate them all around this face is completely flat because we haven't moved
04:15
it in three D yet and I'm not ready to move it in three D.
04:18
I want to continue to extrude so I'm going to
04:20
select these bottom edges holding down the shift key.
04:23
Then I'm going to hold down
04:25
and begin to extrude them down.
04:27
I want to come roughly to about the point where this edge
04:30
is because later on we're going to connect it with the handle.
04:33
Then I'm going to hold down
04:35
one more time and pull it down one more time
04:38
at this point in the design. I'm not worried about the detail edges just yet.
04:42
I'm just looking at getting the rough shape.
04:45
Now.
04:45
I need to select all and I can do this with
04:47
a box select or I can use the body selection option.
04:51
I'm going to rotate around to the back and I want to show the internal mechanics.
04:55
I need to pull this face out far enough that
04:58
we are going to clear some of the internal mechanics.
04:60
We can manipulate the shape more later but it's important
05:03
that at least we get it in the right position
05:06
at this point in time.
05:07
It is still flat but we can begin to add curvature by moving some of the geometry.
05:12
We're not quite ready for that yet. So let's leave it flat for now.
05:16
Another thing that we should consider is something called the display mode.
05:20
This will be more apparent once we create our cylinder.
05:23
So let's hit OK on edit form.
05:25
We'll go up to create and select cylinder
05:29
for the cylinder. I'm going to rotate this around and view the top plane.
05:33
I'm going to hide my internal mechanics and I want to create a cylinder.
05:37
I'm going to do this directly at the center,
05:40
gonna rotate this around and again using the onscreen manipulator.
05:44
I'm going to decrease the number of faces so
05:46
that we only have one in the vertical direction.
05:48
I also want to have eight diameter faces.
05:52
I'm gonna say okay,
05:53
and allow it to create.
05:55
Now, if you happen to have an issue during the creation,
05:58
you cannot go back to that dialogue box but we still can make some adjustments.
06:02
If I double click on an edge,
06:04
it'll grab an entire loop and then we can use
06:06
modify and delete to remove an edge from the design.
06:10
You can also do this using the delete key on your keyboard.
06:14
Once again, it's best to use the least number of faces possible.
06:18
Now that we have something that has a little bit more curvature.
06:21
Let's talk about utilities and display mode
06:24
when we select this body, we can go into display mode called box display.
06:29
We can do the same thing here as well.
06:31
Box display and smooth display are going to be different variations of our design.
06:37
If you remember playing around with the control points. Prinz
06:41
the box display is very similar to the external cage. Used to control a spline.
06:45
However, now we're doing this in three D.
06:49
Using the box display will help us make sure
06:51
that our geometry is nice and consistent modeling.
06:55
Only in smooth display can oftentimes lead to issues in geometry so it's a
06:60
good idea to get comfortable switching back and forth between all of them.
07:03
These could be done with shortcut keys on the keyboard using
07:07
and one for box display and all two and three for smooth display.
07:11
Also inside of edit form.
07:13
Under selection options at the very bottom,
07:15
you can toggle back and forth between different display modes.
07:19
For now let's use the body selection,
07:22
rotate to our front view
07:24
and let's move this into position.
07:27
We're going to rotate it around
07:29
and we want to get it roughly in position with the handle.
07:33
Once we're happy with that, we'll set the selection back to all.
07:37
View this from the top and now we want to delete half
07:40
of this box selecting from the bottom right to top left.
07:44
Will grab anything that the box crosses box selecting from top
07:48
left to bottom right will grab only what's inside of it.
07:51
So let's go bottom right to top left and hit delete on the keyboard.
07:56
You can also go to modify
07:58
and delete to remove those.
08:02
Now that we have it in position.
08:03
Let's go ahead and view this from the front and
08:06
we need to consider the divisions on the original faces we
08:10
created because we want to make sure that we match the
08:12
number of divisions going to double click this bottom edge,
08:16
hold down
08:17
on the keyboard and extrude this down.
08:20
So this is going to be our second division of the handle.
08:23
And we want to make sure that we match this, gonna hold down
08:26
one more time and I'm going to pull this down once more.
08:29
I'm not too worried about the bottom edge just yet.
08:32
We'll deal with that in a little bit.
08:35
Once we've created this,
08:36
let's go ahead and rotate it around and see what we've done so far.
08:39
We can see how far out this faces from the handle.
08:41
So we will have to work on the geometry just a little bit
08:45
from the front.
08:46
Let's just double check what we have so far
08:49
at this point, everything looks pretty good.
08:51
So I'm going to say, okay, and I want to save this design.
08:55
It's important to note if you save a
08:56
design inside of the forms contextual environment.
08:59
When you reopen that design, you will still be in the forms environment.
09:03
These will not get converted to surfaces or solids until we hit finish form.
09:08
So it's a good time for us to save because each time we save,
09:11
we create a new version and it gives us a point to come back to,
09:14
especially since there's no history inside of our foreign bodies saving.
09:18
Often when working with forms can be a great way to go
09:21
back to a different design shape at some point in time,
09:24
once you're done getting these two faces and form bodies laid out,
09:28
go ahead and save and then move on to the next step.
00:02
create and edit a form body.
00:06
After completing this video, you'll be able to create a form face,
00:09
a form cylinder and use edit form
00:13
Infusion 3 60.
00:14
We want to get started with the supplied data
00:16
set trigger with mechanics dot F three D.
00:19
This design already contains a canvas image.
00:22
The trigger we created as well as some of
00:24
the components that are internal to the reciprocating saw.
00:27
To get started. We want to create what's called a form body.
00:31
Our foreign bodies are a contextual environment that allows to direct model
00:35
of design by pushing and pulling on vert is's edges and faces
00:40
To get started.
00:40
We should think about the design and how we want to organize infusion 360.
00:44
If we simply start by creating a form,
00:47
the bodies will be placed at the top level of our design.
00:49
So in this instance I want to start by creating my new component.
00:53
I'm going to call this saw casing.
00:57
We're going to start by activating it and say ok,
01:01
once we're inside of our new component, I'm then going to create my form.
01:05
This opens up the contextual form environment that allows us to
01:08
create foreign bodies and manipulate them before we get too far.
01:12
Let's go ahead and expand the canvases,
01:14
edit our canvas and increase the canvas opacity to 100.
01:19
This makes it a little bit brighter and easier for us to see
01:22
next at this point in time.
01:24
We don't need to see the trigger model or the internal mechanics so we
01:28
can hide those and then we can begin working on our foreign body.
01:32
There are many types of form bodies that we can use as a starting point,
01:35
most commonly the box,
01:37
the plane and the face are used on designs
01:40
but any of the different methods can be used,
01:42
such as extrude revolves, sweeps and lofts or any of the other primitives.
01:47
The pipe method and the extrude revolve,
01:50
sweep and loft will require sketch entities to be used for this example.
01:54
We're going to start with a plane and we're going to also use a cylinder
01:58
for the plane.
01:59
We need to select a plane or plane or face and
02:01
then we can use the center or two point rectangle method.
02:05
We're gonna use the two point rectangle method and place one roughly over the logo.
02:10
We're gonna zoom in a bit so we can see what's going on. By default.
02:13
It's going to have to length faces and two with faces.
02:16
We can use the on screen manipulators and drag toward the
02:19
minus sign to reduce this down to one in each direction.
02:23
To start our design, we simply just need one face with four edges.
02:28
The end goal is going to be to create quad
02:31
or foresighted faces to be used in our design.
02:34
That will give us the best result.
02:37
Next we want to manipulate this face so that it's in
02:40
line with the angle of the handle to do this.
02:43
We're going to use modify edit form.
02:46
Edit form has a lot of options first.
02:48
The transform mode multi allows us to move rotate and scale our selections.
02:54
We're going to be using the multi option and the world space coordinates. Space.
02:58
The selection filter allows us to select only versaces edges,
03:02
faces all or an entire body.
03:05
We're going to be again using the default, which is all
03:09
for this example.
03:10
We need to select this edge on the right hand side and I'm gonna start
03:14
by moving the pivot point using set pivot and placing it at the bottom,
03:19
then hitting the green checkmark.
03:20
Done.
03:21
Once I do that, I can then begin to rotate this edge to an appropriate angle.
03:26
We can also move the entire edge or we can
03:30
use individual versus is to move the edges as well.
03:34
Any of these methods will be fine.
03:36
It's just simply good to play around with the different options.
03:40
The number of faces that we use in our design is
03:42
going to affect how hard it is to control the shape.
03:45
So it's always a good idea to start with the least number of faces possible.
03:49
In this case, just one.
03:51
Once we're happy with the orientation of the first face,
03:54
we can use extrude to begin adding more detail.
03:57
For example, I'm going to take this front edge holding down the
04:01
key, I'm gonna pull forward. This is going to create an additional face.
04:06
It's extruding that edge out
04:08
at this point in time. Everything is still flat.
04:11
If I rotate them all around this face is completely flat because we haven't moved
04:15
it in three D yet and I'm not ready to move it in three D.
04:18
I want to continue to extrude so I'm going to
04:20
select these bottom edges holding down the shift key.
04:23
Then I'm going to hold down
04:25
and begin to extrude them down.
04:27
I want to come roughly to about the point where this edge
04:30
is because later on we're going to connect it with the handle.
04:33
Then I'm going to hold down
04:35
one more time and pull it down one more time
04:38
at this point in the design. I'm not worried about the detail edges just yet.
04:42
I'm just looking at getting the rough shape.
04:45
Now.
04:45
I need to select all and I can do this with
04:47
a box select or I can use the body selection option.
04:51
I'm going to rotate around to the back and I want to show the internal mechanics.
04:55
I need to pull this face out far enough that
04:58
we are going to clear some of the internal mechanics.
04:60
We can manipulate the shape more later but it's important
05:03
that at least we get it in the right position
05:06
at this point in time.
05:07
It is still flat but we can begin to add curvature by moving some of the geometry.
05:12
We're not quite ready for that yet. So let's leave it flat for now.
05:16
Another thing that we should consider is something called the display mode.
05:20
This will be more apparent once we create our cylinder.
05:23
So let's hit OK on edit form.
05:25
We'll go up to create and select cylinder
05:29
for the cylinder. I'm going to rotate this around and view the top plane.
05:33
I'm going to hide my internal mechanics and I want to create a cylinder.
05:37
I'm going to do this directly at the center,
05:40
gonna rotate this around and again using the onscreen manipulator.
05:44
I'm going to decrease the number of faces so
05:46
that we only have one in the vertical direction.
05:48
I also want to have eight diameter faces.
05:52
I'm gonna say okay,
05:53
and allow it to create.
05:55
Now, if you happen to have an issue during the creation,
05:58
you cannot go back to that dialogue box but we still can make some adjustments.
06:02
If I double click on an edge,
06:04
it'll grab an entire loop and then we can use
06:06
modify and delete to remove an edge from the design.
06:10
You can also do this using the delete key on your keyboard.
06:14
Once again, it's best to use the least number of faces possible.
06:18
Now that we have something that has a little bit more curvature.
06:21
Let's talk about utilities and display mode
06:24
when we select this body, we can go into display mode called box display.
06:29
We can do the same thing here as well.
06:31
Box display and smooth display are going to be different variations of our design.
06:37
If you remember playing around with the control points. Prinz
06:41
the box display is very similar to the external cage. Used to control a spline.
06:45
However, now we're doing this in three D.
06:49
Using the box display will help us make sure
06:51
that our geometry is nice and consistent modeling.
06:55
Only in smooth display can oftentimes lead to issues in geometry so it's a
06:60
good idea to get comfortable switching back and forth between all of them.
07:03
These could be done with shortcut keys on the keyboard using
07:07
and one for box display and all two and three for smooth display.
07:11
Also inside of edit form.
07:13
Under selection options at the very bottom,
07:15
you can toggle back and forth between different display modes.
07:19
For now let's use the body selection,
07:22
rotate to our front view
07:24
and let's move this into position.
07:27
We're going to rotate it around
07:29
and we want to get it roughly in position with the handle.
07:33
Once we're happy with that, we'll set the selection back to all.
07:37
View this from the top and now we want to delete half
07:40
of this box selecting from the bottom right to top left.
07:44
Will grab anything that the box crosses box selecting from top
07:48
left to bottom right will grab only what's inside of it.
07:51
So let's go bottom right to top left and hit delete on the keyboard.
07:56
You can also go to modify
07:58
and delete to remove those.
08:02
Now that we have it in position.
08:03
Let's go ahead and view this from the front and
08:06
we need to consider the divisions on the original faces we
08:10
created because we want to make sure that we match the
08:12
number of divisions going to double click this bottom edge,
08:16
hold down
08:17
on the keyboard and extrude this down.
08:20
So this is going to be our second division of the handle.
08:23
And we want to make sure that we match this, gonna hold down
08:26
one more time and I'm going to pull this down once more.
08:29
I'm not too worried about the bottom edge just yet.
08:32
We'll deal with that in a little bit.
08:35
Once we've created this,
08:36
let's go ahead and rotate it around and see what we've done so far.
08:39
We can see how far out this faces from the handle.
08:41
So we will have to work on the geometry just a little bit
08:45
from the front.
08:46
Let's just double check what we have so far
08:49
at this point, everything looks pretty good.
08:51
So I'm going to say, okay, and I want to save this design.
08:55
It's important to note if you save a
08:56
design inside of the forms contextual environment.
08:59
When you reopen that design, you will still be in the forms environment.
09:03
These will not get converted to surfaces or solids until we hit finish form.
09:08
So it's a good time for us to save because each time we save,
09:11
we create a new version and it gives us a point to come back to,
09:14
especially since there's no history inside of our foreign bodies saving.
09:18
Often when working with forms can be a great way to go
09:21
back to a different design shape at some point in time,
09:24
once you're done getting these two faces and form bodies laid out,
09:28
go ahead and save and then move on to the next step.
Step-by-step