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finishing as a separate layer

finishing as a separate layer

When I paint myself into a corner with a design, it's almost always through adding things like fillets then later wantin to modify the underlying geometry.

 

It'd be really awesome to separate those.

 

The special case for this kind of thing would be something where you can turn drafting or filleting on or off and easily roll back to the unmodified geometry, tweak it, and then jump forward (giving any hints needed to resolve ambiguities).

5 Comments
cekuhnen
Mentor

maybe what you want to do is this:

 

finished designs collect inside a group

and

as a single feature(s) at the end of the timeline add the fillet command(s).

 

this is how I work.

 

Claas

kb9ydn
Advisor

It is generally good (parametric) modelling practice to add fillets and such as late as possible in the part history.  I haven't done a whole lot of modelling in Fusion yet (I use CAM mostly) but it does appear that you can roll back the timeline to create features earlier on and then roll forward again.

 

C|

cekuhnen
Mentor

Thats pretty true and yes and no.

 

In Alias I would main work conceptually first on hard egde models to flesh out proportions

but certain transitions I would well have to build anyway but thats more a blend then a fillet.

 

In Fusion fillets I mainly add at the end of a component design just to not burden the CPU too much with the model.

But sometimes specifically when you cut into a model edge you might want to round that edge with a fillet

before cutting into it.

 

And thanks to the timeline this all really is easy now.

 

Claas

I'll definitely grant that it's good to add them as late as possible and that it's possible to jump around in the timeline and undo things now (assuming that we can keep timeline on; I almost always end up having to turn it off and go to direct modeling because once a design gets complicated enough the timeline starts breaking for me in interesting and irritating ways).

 

 .. but bending my workflow to the tool seems fundamentally wrong.

 

Part of what I like about f360 is that it makes it easy to jump around nonlinearly and have a design that gets progressively fleshed out. It's closer to how I work when I'm programming and the alternative seems to be designing everything by hand or elsewhere then building it again in f360 which seems kinda silly to me.

promm
Alumni
Status changed to: RUG-jp審査通過
 

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