Thanks for the screencast Michal! Your videos are exceptionally good, covering a lot of good stuff and various approaches in more or less one take. I feel like I'm sitting in a quality modeling class 🙂
Some of the stuff you covered in this video that I was not aware of:
- Using 3d geometry to consolidate many sketches into one, and with a desired sketch normal vector.
- Reminding me to create a base feature (or condense a section of timeline into base feature by highlighting timeline events and right clicking to select 'convert to DM feature') when the timeline behavior of disappearing or moving geometry during editing is causing problems.
- Extruding a surface to use its edges for profile when loft is having trouble
- Patch edges will follow normal of profile sketch when no other surfaces to guide patch edge tangency.
- Using sweep to create a better edge guide surface for the patch.
and other stuff.
That's a good point about using the fewest curves possible for lofts, to get good quality surfaces. The one exception I would say is when a very high degree of control over the surface is desired, and contour maps have been developed for the geometry (ideally using some precision method to generate them or using/modifying from another source...a contour map image can be imported into Fusion and then traced with splines), such as is the case with some guitar faces. Later in that long guitar body thread rbarr110 gets a very nice result (on page 6 here: http://forums.autodesk.com/t5/design-and-documentation/beginner-question-arch-top-guitar-model/td-p/... ). In his method in which multiple profiles selected at different elevations, tangency/smoothness is maintained between each loft section, which is good.
Thank you for all the insight how to get Fusion to work well with what is definitely the most straightforward approach and giving the most "uniform" surface.
Jesse