I know I'm bringing up a topic that has been posted but I'm having difficulty grasping the t-spline/surface modeling aspect of Fusion in order to contour and blend the surfaces of guitar neck at the headstock and heel portion. I've reviewed the screencasts that have been made but I feel it's a bit to advanced for my understanding. If someone could give me some pointers on where to start with what I've already done it would be greatly appreciated. The usual suspects are invited to chime in and I've attached my file.
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Solved! Go to Solution.
Solved by PhilProcarioJr. Go to Solution.
Solved by PhilProcarioJr. Go to Solution.
Solved by PhilProcarioJr. Go to Solution.
The model shows us what you have, but not what you want. Could you sketch that ? (pencil, and paper still works fine 😉
Okay, I've attached another file that shows what I'd like the contour transitions for the neck and heel. This is what I'd like my neck to look like.
You need to urgently work on your sketching technique. None of your sketches, particularly the one with the main profile is full constrained and dimensioned. That makes edits very dangerous.
Also, you should always in some form reference the sketch origin!
Nope, not really. You should not be able to drag any of the sketch element just by dragging it with a mouse.
I've attached a WIP file where the first 2 sketches are full constrained/dimensioned.
Thanks kindly Peter. I really feel dumb about this. I've been playing around in the sculpt environment but I still can't get my head wrapped around how I go from the sketch to creating the T-splines on it to put 'skin' on the model. I've attached a file where I sketched just the neck portion and then worked in the sculpt environment to create the neck radius using T-splines. Is this the methodology for doing this? How do I turn this into a solid?
Thanks again
While you can loft in the sculpt environment in this case I'd use either the loft command in the Model or Patch environment.
Question: In order to create the profiles that I'm looking for I need to create the sketch first. In order to draw the profile sketch I need to create construction planes in the places where I need to create the profile sketches. Is this correct?
Yes, that s correct. You can either start a sketch on a flat face of existing geometry, or on a construction plane. If you don't have a construction plane that serves the purpose the you need to create one.
Okay, trying to take this one step at a time. I created two profiles on the neck, one where it starts to transition to the heel, the other where it starts to transition to the headstock. Am I correct that I need to create another profile sketch for the headstock and another for the heel portion. Here's what I have so far.
Well, it's been a struggle but here's what I've been able to do so far. Could use a once over to see if it seems reasonable and some help of where to go from here.
Thanks.
I can verify from personal experience that modeling a guitar neck like this is a challenge (on both ends - the transition to the headstock is hard, as is the transition to the body). I would approach this by over-building the neck, and then using a surface to cut away the curved back. You might be able to just create a parametric loft surface as the trimming surface, but you might also want to use a TSpline (Sculpt) loft surface, to have more control. I will see if I can find time to give it a go, but I'm out of town for 2 weeks, so I can't promise I'll get to it.
Jeff
Hey Jeff, really appreciate it. This was a hard learning experience as I really had no idea about creating construction planes to sketch the profiles needed in order to perform the lofting operations. If I can ever get good enough to create a tutorial about how to go about it I certainly will.
Regards.
My method for dealing with problems like this is to use the Surfacing and solid tools to nail down known shapes, then I convert the body neck and head into a set of T-Splines for correct curvature. The problem with doing it all in surfacing is your curvature will probably be garbage because of the lack of control in the surface environment. Too many people (not referring to you in this case) ignore T-Splines as an integral step to solving problems like these. These problems are exactly what T-Splines were designed to solve.
I will TRY to get some time to make you a video.
Phil Procario Jr.
Owner, Laser & CNC Creations
OK, here is how I spent my evening in India...
I made some progress here, trying to use traditional modeling tools. As mentioned above, this is a real challenge for me, and I've tried it a few times along the way.
Here is the visual result:
As I say in the screencast below, I'm not happy with what I had to do to get this to work, but I did make it work in the end. It's not probably the best workflow, but it might give you some ideas how to move your own version forward.
Here is a screencast:
Good luck with your design!
Jeff
Your model illustrates exactly why I wouldn't use the current Patch or Solid tools to make this part. Curvature and Zebra stripes show the problem areas.
Phil Procario Jr.
Owner, Laser & CNC Creations
Hello Phil,
I can't move forward any more than I have at this time. I've tried over and over to use T-splines on the headstock to neck transition but with no luck. I'm a real neophyte with this CAD stuff so I have a lot to learn so please excuse me if my following question seems lame. In your reply you talked about using surface modelling and solid tools to nail down the shapes first and then using T-splines to get the final shapes correct. Are you referring to using sketches first to build the skeleton frame of the shapes, then converting these to solids using extrude commands and then working in the sculpt environment using T-splines to massage the shapes into the final shapes? Again, I apologize for what is probably a lame question.
Thanks.
Your question is not lame at all. It is a completely valid one.
The head stock and neck would be part of the model I would do with either solids or surfaces. The trick is not to model the blends with surfacing or solid modeling, but rather do the blends in T-splines. I'm putting something together for you, hold tight. Here shows the difference in surface flow between the two methods.
Phil Procario Jr.
Owner, Laser & CNC Creations
The real question I have for you is do you want to learn how to model it with T-Splines or just how to fix bad curvature with T-Splines?
Phil Procario Jr.
Owner, Laser & CNC Creations
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