Sunday, July 20, 2014

Ex: Create Shaft Holder by Boolean Operation

2D drawing



Home tab > Modeling panel > Box



Create a box 233 x 24 x 59



Create a cylinder R86 H24



Create a cylinder R57.5 H84 at the same location



Create a cylinder R35 H84



Create a box 233 x 24 x 86



Change the visual style to Wireframe

Home tab > Solid Editing panel > Subtract



Select the biggest cylinder as the 1st set



Press Enter



Select the new created box



Press Enter
Change the visual style to Conceptual
You can see the biggest cylinder subtract by the box

Create a cylinder R20 H30


Copy another cylinder at 102

Change the visual style to Wireframe



Draw guide line 20 x 51 from the midpoint of the back of box



Create another 2 cylinders R11 H30 & R9.38 H30



Subtract them



Move the 2 cylinders by top center point to the end of the guide line

Start the Subtract command



Select all solids except the 3rd cylinder, press Enter



Select the 3rd cylinder, press Enter



Create a box 115 x 84 x 57.5 to cover the top portion of the cylinder

Start the Subtract command



Select the bottom solid, press Enter



Select the box on top, press Enter



Create 2 cylinders R11 H30, R9.38 H60 on the 2 holes



Subtract them

Saturday, July 19, 2014

Free-Form Design with Mesh Modeling

Free-Form Design uses a simple and intuitive modeling techniques



 Based on press & pull vertices, edges, faces of mesh


Create Mesh Primitive


Similar to creating solid primitive




Mesh Primitive Options




You can set the tessellation division for individual primitive


Mesh Smoothness




You can control the smoothness level by Quick Properties


Convert Solid Model to Mesh Model






Convert solid to mesh by Smooth Object command


Mesh Edit



Extrude the mesh face


Split Face





Split the mesh face into 2 or more


Merge Face





Merge multiple faces into one


Close Hole





Selecting the edges of the surrounding mesh faces
The faces should be on the same plane


Refine Mesh


Smoothness of mesh object must be more than 0




Multiple the faces number of selected face of mesh depending on the smoothness level



Multilple the faces number of the selected mesh model

Smoothness level reset to 0 after refine the mesh object
This will allows you continue to smoothing the mesh object


Convert Mesh Object to Solid or Surface





Convert mesh model to smooth solid or surface


Smooth Optimized Options




Optimized option create less complex solid or surface
Not Optimized option create the same number of faces as the mesh model

Optimized options will take less time to convert the mesh object

Friday, July 18, 2014

Ex: Create a Plastic Seat

Mesh tab > Primitives panel - slant arrow


Change all tessellation divisions to 1


Create a mesh box 100 x 80 x 10


Extrude 3 faces at 10


Extrude left and right faces at 30


Extrude the back face at 90


Mesh tab > Selection panel > Edge


Select the 2 edges on the back extruded meah
Right-click on the grip, select Relocate Gizmo


Snap to the midpoint of the back mesh

Make sure the Scale Gizmo display


Click on the X axis (red), enter 0.7 for the scale factor

Select the 4 edges of the left and right mesh


Relocate the Scale Gizmo at the midpoint on one of the selected mesh


Enter 0.7 for the scale factor

Select the whole mesh

Turn on the Quick Properties
Change the smoothness to Level 4

Mesh tab > Selection panel > Move / Face


Select the back of mesh


Move the back by Move Gizmo 8 units toward back

Working with UCS

Any 2D or 3D objects can create on XY plane only

Dynamic UCS


Detect the face of solid automatically



XY plane automatically align on the face when cursor hover over

UCS Icon




Show UCS Icon at Origin (Default)
Displays UCS icon at origin only

Show UCS Icon
Display UCS icon either at origin or at the corner of the viewport

Hide UCS Icon
Hide the UCS icon

UCS and Icon Settings



If the icon set to be selectable - You can change the options in the Properties palette
Each viewport in model space can be set to different UCS

Moving UCS Origin



Moving UCS from one point to another allows you to work on the different location

Face UCS


 


Working with faces that points are not easy to select

3 Point UCS




Allows you to define the direction of X, Y Z axis

View UCS




Allows you to add text to the Isometric view

Named UCS




Allows you to reuse the custom UCS