Best Workflow Practices (Model, Sculpt, Patch)

Best Workflow Practices (Model, Sculpt, Patch)

Anonymous
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Best Workflow Practices (Model, Sculpt, Patch)

Anonymous
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I'm interested in creating models that mix organic shapes (T-Splines) with rigid, mechanical shapes.  My findings:

 

You can sculpt with T-Splines, "Finish Form", then cut holes or create Boolean combinations with the T-Spline and standard primitives back in the "Model" workspace.  You can then even use Fillet or similar to provide a cleaner flow.

 

...or instead of using "Combine", you can also have a standard primitive just float inside a T-Spline.  You can even drag a primitive body under the same component as a T-Spline and just have it sit there.

 

I'd like to ask if there is a standard practice for having these elements work together.  The answer will likely be...  it depends on what the model is to be used for, correct?  Is it going to start and end in Fusion 360?  Is it going to be exported as a polygonal mesh and used in another program?  Is it going to be 3D printed?

 

In the end, I'm looking to place rigid boxes, cylinders, etc. into T-Splines that don't have exact dimensions and flat planes, yet have them "feel" seamless in my model.

 

Any suggestions?  Thanks!

 

Lastly, once I've joined these bodies in the best possible workflow, is there a way to manipulate faces of the standard primitives, similar to a polygonal modeling space?  Scale, rotate, move for vertices, edges, faces?

 

Thank you for reading!

 

 

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PhilProcarioJr
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@Anonymous

"I'm interested in creating models that mix organic shapes (T-Splines) with rigid, mechanical shapes."

 

My suggestions based on what you have said. You want to adopt one of two work flows:

1) Model your mechanical shapes and export them to another 3d app like Maya, blender...etc. and then model your organic shapes with the exported models and import the organic stuff back into Fusion as T-Splines

2) Model your organic shapes and import them into Fusion to continue your mechanical stuff

 

Which one and when...depends on how CAD accurate your trying to be. If CAD accuracy is what your after model the mechanical first. The only exception I can think of for this would be if you wanted to cut stuff into the organic forms, but I would still start with some CAD accurate data so things are accurate.

 

"In the end, I'm looking to place rigid boxes, cylinders, etc. into T-Splines that don't have exact dimensions and flat planes, yet have them "feel" seamless in my model."

 

If you set things up properly this will work...

 

"Lastly, once I've joined these bodies in the best possible workflow, is there a way to manipulate faces of the standard primitives, similar to a polygonal modeling space?  Scale, rotate, move for vertices, edges, faces?"

 

Only if your working with T-SPlines....

If you have any other questions just ask, this is my focus area so I should be able to help.

Cheers

 

 

 



Phil Procario Jr.
Owner, Laser & CNC Creations

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Anonymous
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Thanks, Phil.  I have a bit of experience with Blender, so perhaps I'll try that out.  In the end, I was hoping to get the maximum out of T-Splines not only for organic shapes, but also in making revisions down the line.  In turn, I was hoping not to have to export to meshes with thousands of faces.

 

Attached is something I just doodled over the last half hour.  I started with T-Splines, then created a flat plane in the Patch workspace, then lofted to it.  From there, I went back into the standard Model workspace and was able to create very exact polygons on that flat face.  ...all of which is connected to the T-Spline body.

 

Although none of these objects penetrate the T-Spline body at weird angles, this is a good start.  Next, I think I'll continue in the standard Model workspace, create some additional polygons, then attempt to Combine everything.

 

Thanks for your assistance!

 

Jeff

 

***EDIT***

 

I've now taken things a step further.  I created a second T-Spline shooting out of the original.  I then combined them and created a fillet from the resulting loop.  Next, I went back to the Model workspace and created an offset plane just above the T-Spline.  I drafted a rectangle, then lofted to it from the T-Spline.  (second screenshot also attached)  I think this really accomplishes everything I wanted to do.  Now, it's just a matter of thinking through when to use "join" and when to use "new body."

 

...and it will also be interesting to see how much freedom is allowed to appending the original T-Spline.

 

Fusion 360 is great software!  Thanks, again!

 

Jeff

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