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Making a complex 3D sketch into a 3D object

13 REPLIES 13
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Message 1 of 14
Anonymous
2960 Views, 13 Replies

Making a complex 3D sketch into a 3D object

Hey all, I've spent forever sketching a mask in Fusion 360. Ive made a couple 3D objects before, but non were as complex as this one with multiple curves or angles. I cant extrude because all of the surfaces I have sketched arent counting as faces in the program. Using the patch tool I can create the surface of the mask but the thicken tool changes the outside dimensions, which was not accounted for when i sketched it, and I'm at a loss how to use the tool without messing up my shape. I would love to be able to do it like my (limited) experience in Maya and just make it form scratch in a mesh and push and pull all I want but that doesnt seem to be an option either. If anyone has any advice for how to make this 3d, it would be greatly appreciated.

 

This link should take you to the project: https://a360.co/2W83xh7

13 REPLIES 13
Message 2 of 14
beresfordromeo
in reply to: Anonymous

Hi there

 

I took a look at your model and I would like to help you with this but I think we would need to consider the whole approach to the problem. The timeline for your sketches has several issues which could be fixed but if you are willing to learn a few techniques from scratch, in my oppinion it will result in a cleaner model and a better result. 

 

It is worth noting that other experienced posters on this site would probably recommend you used the sculpting environement for this type of thing so hopefully others will offer different solutions but I am happy to try to help you complete this using the surface environement, the downside to this is you have to be willing to learn some intermediate 3D sketching tools and techniques which may take some time and patience. Please let me know if you wish to proceed.

Message 3 of 14
beresfordromeo
in reply to: Anonymous

 

 

 

Study, Intersection CurveStudy, Intersection Curve

Message 4 of 14
beresfordromeo
in reply to: Anonymous

I don't know if the original problem has been solved by the @Anonymous  but I guess this may be useful for someone else who is struggling to use the Surface environment in Fusion. I think that there are too few people out there who advocate the use of Project >Intersection Curve for surface modelling and it is leading people to use Solid > Create Form or 3D sketching techniques which though useful are unnecessary and sometimes tortuous. The original model included by @Anonymous is a perfect example of this, the timeline is long, unrepairable and undecipherable. I don't mean any disrespect by this, it is creditworthy to have the tenacity to get so far, but for me it is indicative of how easy it is to start using Fusion 360 without understanding how important and useful some of the core principles of 3D modelling are. 

 

I would also like to thank @TrippyLighting for his interest in this thread because kudos from experienced Fusion 360 users is encouraging and in the absence of interest from anyone else the only reason to document this.

 

This screencast is a general overview of the method and is designed for people who are new to Fusion 360. Apologies to anyone who knows all this stuff already. If anyone less experienced would like more details I would be happy to answer any questions.

 

1. The screencast at 0.05 shows the inclusion of a canvas, Mask A using Insert > Attached Canvas. This is a print screen of the original model from the front view which for some reason I put the YZ plane hence the Right view on the view cube,  apologies for that. The canvas can be calibrated by right clicking on the canvas in the browser placing two reference points and entering the desired distance. See https://knowledge.autodesk.com/support/fusion-360/learn-explore/caas/video/youtube/watch-v-zDlWwSN54b8.html?st=attach%20canvas

 

2. I copied the calibration measurement using Cntrl+C and attached another canvas (Mask B) on the XZ plane using the copied measurement from step 1 to make both canvasses the same (0.45). You will have to use Cntrl + V  to paste as there is no right-click menu in the calibration tool.

 

3. At 0.57 you can see that I have created a sketch on the XZ plane called Layout A. This sketch is designed to show the principle underlying the projection of 3D geometry. For Project > Intersection Curve to work properly with surface modelling tools such as patch and loft, the start and end points of the two curves that you are using to make an intersection curve must be planar. More on that later. You can see in this sketch (1.07) that I have placed the endpoints of construction lines which are perpendicular to the YZ plane on the points in the canvas that correspond to the vertices on the original model canvas, this is obviously to make the model the same size and shape as the original however their position is not critical.

 

4. At 1.19 I have demonstrated another sketch on the XZ plane called Front (which technically should be called Right or Side). I have used only Sketch > Spline > Control Point Spline  in this model and sketched out the hard (creased?) edges of the model. The end points of the splines need to be coincident with the end points of the horizontal lines in Layout A. 

 

5. At 1.26 you can see that I have added a Horizontal Constraint to the control point line on either side of this particular spline. This is important because sometimes you will have to use two splines to make one curve if one spline will not produce a contiguous intersection curve, doing this will mean that the point at the top of this curve is the highest point in the spline. I have not recorded this because this is just an overview but it is a subject worth revisiting.

 

6.  At 1.44 I am showing the second profile sketch on the YZ plane called Right. This sketch should contain the curves of your hard edges using splines as before but you must project into this sketch the endpoints of the horizontal construction lines in Layout A and use a horizontal constraint between the end points of those lines that correspond to the same point in the sketch called Front. I have tried to demonstrate this at 2.16 to 2.25. Making corresponding spline points from the Right and Front  sketches horizontal to each other is important, if they are not horizontal they are not coplanar and you will not have a closed 3D profile with which to create a surface. This point may also will need further explanation. 

 

7. At 2.34 I have shown another sketch called Intersection Curve. This sketch contains all the projections between the corresponding splines in the sketch called Front and the one called Right. To produce this geometry use Sketch > Project > Intersection Curve and select a curve from Front and the corresponding curve from Right.

Project Intersection Curve.png

There is no need to project the intersection of curves on outer splines of the sketch called Front because those splines are already coplanar with the XZ plane (see arrow).

 

8. From there you can patch away. If your intersection geometry is ok the patch will work straight away. If it does not allow you to select one of the lines in the profile in which you wish to patch or the patch fails, the chances are there is something wrong with the Right or Front sketches and you can go back in the timeline and fix those sketches. It will almost always be because points that you think are properly constrained are not. This will need further discussion for beginners I suspect.

 

9. If you want create a Mirror for the other side you can do so by using Surface > Create > Mirror and you can select the Patch features in the timeline.

 

I hope that this makes sense to someone. These things are not always easily explained and take some time to document which is why I think this subject is not so often discussed. I have tried my best to give an insight into this process without boring anyone too much. I hope that @Anonymous or someone else looking to learn more about intersection curves will be interested enough to add to this or ask questions.

 

 

 

 

 

Screencast will be displayed here after you click Post.

fe093a5f-0e01-4205-b243-ace67f121b3d

 

Message 5 of 14

Screencast was no included for some reason.

Message 6 of 14

 

 

 

Message 7 of 14

Very nice demonstration of this technique!


EESignature

Message 8 of 14

So to further illustrate the points I suggested may need further investigation in the overview, I have recorded the following screencast. I have tried to be as detailed as possible, again hoping to demonstrate a process that a beginner might be able to follow with a little time and patience. I am attempting to show the minimum conditions that a Patch > Create > Loft or Patch > Create > Patch based on 3D curves would need for error free operation by demonstrating what Sketch >Project/Include > Intersection Curve really means, how it potentially fails and how to recognise and fix those failures. Again I apologise to experience users if the companion instructions are overly detailed, I just wanted to document this in a way that could be a reference to complete beginners.

 

1 . At 00.05, I Created a sketch on the XZ plane and called it Side A

 

2. Same again at 00.30, I Created a sketch on the YZ Plane  and called it Side B.

 

3. At 00.48, I created a construction line in Side A with a Horizontal/Vertical constraint from the origin, this line is co-linear to the Z axis and perpendicular to the XZ and YZ planes

 

4. Same again, at 01.02 construction lines horizontal to the XZ Plane for the start point and end points of spline we will eventually sketch.

 

5. At 01.39, I have have projected the intersection of the horizontal construction lines in step 4 into Side B and drawn horizontal construction lines from those projections to what will be the start and end points of the spline in Side B. 

 

6. At 02.21, I also included in this sketch (Side B) a Sketch > Spline >Fit Point Spline from start and finish points of the construction lines from step 5 following the curve on my Canvas.

 

7. 02.50, The same is done for Side A, from the start and finish points of the construction lines. These splines obviously define the shape of the 3D object you wish to create when viewed from the side and front however the two views need not be at right angles to each other for intersection curve to work.

 

8. At 03.22, I create a new sketch for the intersection curve that will generate a 3D curve.

 

9. In to this sketch at 03.42  I use Sketch > Project/Include >Intersection Intersection Curve to project the sketch of the spline from Side A and spline from Side B.

 

10. At 03.50 I am attempting to show how these intersections do not form a contiguous curve.

 

11. Using Create > Extrude in the Patch or Surface environment as it is now called at 04.04 I have extrude the splines from Side A and Side B to create surfaces and hopefully demonstrate how intersection curve works.

 

12. In order to fix this problem the first thing I would need to do is to create some points on both splines that we can fix into definite co-ordinate points so at 04.42 I use a line and Sketch>Break to break the spine in Side A into two splines

 

13. At 05.22 is use the same method for the spline in Side B.

 

14. The screencast at 06.20 shows the obvious effect on the intersection sketch projection of breaking the splines 

 

15 At 06.36 I used the same methods as in step 9, projecting the new splines into the third sketch one spline at a time.

 

16. At 07.02 the screencast shows the effect of the new projection which though improved still does not form a contiguous curve. Please bear in mind that a lot of lofting and patch errors happen when the end point if lines or splines do not occupy the same Cartesian co-ordinate reference. They may look like it on the screen sometimes but some though close are not necessarily close enough to be thought of as contiguous.

 

17. So to fix this at 07.43 I have added new construction geometry for the new end points of the newly broken splines in both Side A and Side B. Same principle applies as before in steps 3 and 4.

 

18. The sceencast at 08.41 demonstrates why these additions alone are not enough for a contiguous intersection curve.

 

19. In order to fix this at 09.01 I apply a horizontal vertical constraint to the Tangent Handles of the top points of the splines. This has the effect of making the curves in the sketch tangent and also the highest point or furthest point in the curve. That is to say that the curve falls away either side of this point and because this point on both sketches is co-planar due to the use of horizontally constrained construction lines the top of both curves intersect at the same point. 

 

20. The screencast at 09.57 demonstrates a contiguous curve capable of being used for Create > Loft and Create Patch in the Surface environment.

 

I hope that this explanation makes sense an is of benefit to someone one day.

 

 

Message 9 of 14

Very much appreciated, thankyou.

Message 10 of 14

Don't know why this keeps happening, try again with the screencast.

 

 

Message 11 of 14
g-andresen
in reply to: beresfordromeo

Hi,

many thanks for these elaborate and descriptive demonstrations.

 

kind regards

günther

Message 12 of 14
g-andresen
in reply to: beresfordromeo

Hi,

I forgot to write something about screencast in the previous post.
I noticed that the problem occurs especially if you edit a post with screencast afterwards.

 

günther

Message 13 of 14
TrippyLighting
in reply to: g-andresen

How to embed a screencast or youtube video in a post on the Fusion 360 forum.

 


EESignature

Message 14 of 14
beresfordromeo
in reply to: g-andresen

Hi @g-andresen 

 

Many thanks for your appreciation of them.

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