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how to split surfaces and here is also a delete bug

10 REPLIES 10
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Message 1 of 11
cekuhnen
448 Views, 10 Replies

how to split surfaces and here is also a delete bug

hi

 

how do I turn surfaces quickly into a solid water tight object in Fusion now?

Screen Shot 2014-02-20 at 11.11.05 AM.png

 

 

there seems to be a problem with detele here.

I selected some split surfaces deleted them and they are not all deleted.

after min 1:10 you can also see selecting a single split surface deletes also the surface it was split from.

 

https://drive.google.com/file/d/0Byzv_NlyKp_2V0ZGU2xWeVYyOGs/edit?usp=sharing

Claas Kuhnen

Faculty Industrial Design – Wayne State Universit

Chair Interior Design – Wayne State University

Owner studioKuhnen – product : interface : design

10 REPLIES 10
Message 2 of 11
innovatenate
in reply to: cekuhnen

Hi Class,

 

There is a stitch command in the Patch workspace; however, I'm not sure that it will trim overlapping surfaces. There is a boundary fill command that I suspect may be able to help with this work flow. The limitation is that you may need to create those surfaces in a Base Feature prior to being able to use the command.  You also need to create a Base Feature prior to being able to enter the Patch work space for the stitch command.

 

The below screenshot was taken after disabling the timeline in the model. This may be another route to go... 

 

Boundary Fill.png

 

If possible, would you mind sharing your design with me (use nathan.chandler@autodesk.com). I would like to investigate that undo/redo issue that you noted in the video. 

 

Thanks!

 

 




Nathan Chandler
Principal Specialist
Message 3 of 11
cekuhnen
in reply to: innovatenate

Hi there,

when you turn off the time line, how can you turn it on again so you can reset it?

Claas Kuhnen

Faculty Industrial Design – Wayne State Universit

Chair Interior Design – Wayne State University

Owner studioKuhnen – product : interface : design

Message 4 of 11
cekuhnen
in reply to: innovatenate

The problem with your proposed workflow is a break in the dynamic modeling workflow.

It seems to me currently that the design history only works really with solids and thats it.

Patches are treated like unwanted children.

 

However when I import a poly model as patches I want that the patches are driven and updated when I change the TS object.

This also means what ever I will do with the patches should later be affected by their TS origin.

 

I could of couse import all TS objects as solids but that would be rather illogical and wasteful.

 

If a base feature can interactively be driven by a TS object would be already sufficient but I dont think this might be possible at one point.

Claas Kuhnen

Faculty Industrial Design – Wayne State Universit

Chair Interior Design – Wayne State University

Owner studioKuhnen – product : interface : design

Message 5 of 11
jakefowler
in reply to: cekuhnen

Hi Claas,

 

Rest assured, we care about our patches too 🙂 This really is just version 1 of the parametric toolset, and we felt it would be most valuable to start with the fundamental solid tools. Work to support the Patch tools in the parametric environment is already underway. I'm fairly sure that supporting open surface T-Splines in the same way as closed solid T-Splines is already being considered, but thanks for raising that workflow, and I'll double-check to make sure the team are aware of that requirement.

 

I know you've been doing this already, but do continue to let us know what you'd like to see added to the parametric environment. We're updating the functionality as fast as we can!

 

Thanks!

Jake



Jake Fowler
Principal Experience Designer
Fusion 360
Autodesk

Message 6 of 11
AndrewSears
in reply to: cekuhnen

 

 

To go back into history mode, RMB on the upper node and choose the option at the bottom.

 

go back to design history.png

 

Andy 

 

 

Message 7 of 11
cekuhnen
in reply to: AndrewSears

Yo thanks for the pointer that is where I would have never looked!

Claas Kuhnen

Faculty Industrial Design – Wayne State Universit

Chair Interior Design – Wayne State University

Owner studioKuhnen – product : interface : design

Message 8 of 11
cekuhnen
in reply to: jakefowler

Hi Jake,

I hope I do not come across to negative - I just try to be objective and reflect on a toolset I would need.

This is great to hear that TS surfaces might be treated the same way.

You know the great Idea of TS is you can model with them like with a sheet of paper which is similar to cage editing of a nurbs surface just faster and more flexible. So supporting and treating it the same way as a patch which it will result into would be great!

Claas Kuhnen

Faculty Industrial Design – Wayne State Universit

Chair Interior Design – Wayne State University

Owner studioKuhnen – product : interface : design

Message 9 of 11

Nathan, I don't mean to sidetrack this, but are there any tutorials or examples on the Boundary Fill command? I've come across some instances where I thought this might be a help, where I wanted to stitch and trim overlapping surfaces, but I haven't figures out how to use it effectively.

- Ron

Mostly Mac- currently M1 MacBook Pro

Message 10 of 11

Ron,

 

Thanks for asking! I am not aware of any tutorials for the Fill Boundary command. I made a quick video to demonstrate one scenario. See the below screencast.

 

http://www.screencast.com/t/xQnT0nzy

 

It's a little slow, but I wanted to capture creating a Form and a BaseFeature to help with the work flow when capturing a timeline.

 

I should note that if you go back in the timeline and edit the first Form (comprised of 3 T-Spline planes), only the surface bodies will update. To update the solid created by the Fill Boundary command, Edit the Base Feature in the timeline and recreate a new solid with the Fill Boundary command. This will have some implications to any downstream commands, but I hope you find this useful.

 

Let me know if this helps or if there are any questions. 

 

Cheers,

 

 




Nathan Chandler
Principal Specialist
Message 11 of 11

Thanks, Nathan. That is very helpful. And, as far as I am concerned when it comes to these videos, slow is good. I'm still mostly hanging out in Direct Modeling, as it's just seemed simpler and more stable- for what I've been doing, anyway.

- Ron

Mostly Mac- currently M1 MacBook Pro

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