Create and edit a form body

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.

Video 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.

Video quiz

Which of the following keys, when held down while using the Edit Form tool, will create an extruded geometry in the direction it is manipulated?

(Select one)
Select an answer

1/1 questions left unanswered

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