Cylinder Layers

Cylinder Layers

maple15207
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Message 1 of 43

Cylinder Layers

maple15207
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I created a cylinder with many layers. I am trying to sketch a quadrilateral at the top, and extrude it to the bottom.

 

However, when I get out of sketch mode, the layers disappear. Any ideas why?

 

Thanks

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Replies (42)
Message 21 of 43

TrippyLighting
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Accepted solution

@TimelesslyTiredYouth have you actually sat down in front of Fusion and tried to model what you suggested? Did it work?

 

@maple15207 watch this!

 


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Message 22 of 43

TrippyLighting
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@TimelesslyTiredYouth wrote:

Hi @maple15207 

In Fusion 360, faces can be lost when you press Finish Form after T-splining due to issues with the geometry. Here is my train of thought:

  1.  

 


Here is my train of thought:

 

 


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Message 23 of 43

TimelesslyTiredYouth
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Hi @TrippyLighting 

Yes I've attempted something similar, It was a very longwinded project me and someone else attempted and we got so desperate that we came right back to the basics to try what I mentioned above,  even though it took us a lot longer it did work.

Was that a genuine question or are you questioning my skill? -  not insulting just curious

 

Kind regards

Ricky

 

-Dont expect a reply soon, night coming soon for the UK, enjoy your forum time!

 

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Message 24 of 43

maple15207
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Thanks. I will study all the replies.

 

. My strategy was, after finish form,  to lose symmetry so I could make ribs of various heights. I did that by pulling out the edges. Then I was hoping it was possible to re-gain symmetry, as it seemed to be needed in later steps.

 

Is that possible, to get back to circular symmetry?

 

Thanks much.

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Message 25 of 43

TrippyLighting
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@TimelesslyTiredYouth wrote:

Hi @TrippyLighting 

 

Was that a genuine question or are you questioning my skill? -  not insulting just curious

 


In one of your posts, you provided very general suggestions that did not apply to the situation. I am referring to converting the T-Spline with edges to keep.

That advice was misleading as it indicated there was something wrong with the model. That was not the case, and you'd have known that if you had actually downloaded and opened the model and tried the conversion yourself!

 

Whether or not your skills are at a level that enables you to provide advice, you should be able to assess yourself after watching the screencast where I modeled the outer shell. It would take me 30-40 minutes to model a complete object in Fusion, half of that in Blender.

 


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Message 26 of 43

TrippyLighting
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@maple15207 wrote:

Thanks. I will study all the replies.

 

. My strategy was, ..


Your strategy should be to learn from watching the screencast where I model most of the thing!


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Message 27 of 43

maple15207
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Yes, I will study your way. I just wanted to say the path I would have taken, and  I was curious about the symmetry aspect.  Can you have a pot with circular symmetry, break the symmetry to do work that is not symmetrical, then get circular symmetry back later?

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Message 28 of 43

TrippyLighting
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You can enable internal symmetry if something is symmetric. 

Circular Duplicate Symmetry is basically a circular pattern. As long as the edges of the patterned geometry match within a certain tolerance, they weld together.

 

TrippyLighting_0-1733277467716.png

 


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Message 29 of 43

maple15207
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The video is difficult to see. I'm not sure what happened once you selected internal symmetry, how some of the colored faces, not all adjacent to each other, seem to be chosen with 1 click. When I click all aces around the pot also are selected.

 

[I just tried it without creating a circular symmetry cylinder, and the selection does then choose faces not all in a row; did you mean you can't do internal if you have circular?]

 

Also, you chose 96 faces when creating the cylinder. When I do that it says could not make the cylinder. I think too many faces.

 

Thanks.

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Message 30 of 43

TrippyLighting
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Consultant

That video can be watched in 4K resolution and is super crisp in 4K!

 

TrippyLighting_0-1733279063636.png

 

I think you should be completing one or more of the free Tutorial courses available here:

TrippyLighting_1-1733279227422.png

 

Then come back here!

 

Also, in the screenshot there is another menu item for Product Documentation you should use frequently to see how tools are supposed to work. 


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Message 31 of 43

maple15207
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 Looks like if I don't select symmetry when creating the cylinder, the internal symmetry and the option on how many faces per grouping work.  Your comment on having both was confusing. It seems it won't work with both.symmetries set? Not sure.

 

Anyway, that is my only difficulty of the whole process- how to get groups of 12 all respond to the edit form adjustments. I only get results in the 1 group, no more.

 

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Message 32 of 43

TimelesslyTiredYouth
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Hi @TrippyLighting 

Thanks for the advice, and sorry for the inconvenience.

I never properly understood t-splining and struggle, so i often ask friends for help, or on a regular basis have to find a workaround or look from a different perspctive

 

With regards

Ricky

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Message 33 of 43

TrippyLighting
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Consultant

@TimelesslyTiredYouth wrote:

Hi @TrippyLighting 

Thanks for the advice, and sorry for the inconvenience.

 

 


Let me say that what you wrote wasn't outright wrong. Those are indeed the reasons why T-Spline conversions often fail, but they do not apply to this particular situation.

 

My best advice for learning T-Splines is to keep struggling. T-spline modeling is much more of a craft than "normal" modeling in CAD, and it takes practice, practice, practice.

The most important topic that most beginners and intermediate users face is topology!

The best learning resources are not Fusion T-Spline tutorials but are made for Software such as Blender, Maya, 3DS Max or Cinema 4D. Topologt is what most beginners and intermediate users are struggling with (including myself).  If you google Blender topology, you'll get a lot of good suggestions.

 

Here is a short one for Blender https://youtu.be/AZsmakJi1WY?si=nPI9BpJVoNVGe1av

 


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Message 34 of 43

TrippyLighting
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When I create the cylinder, it has 8 segments, let's call the panels or 8 vertical edges. I then multiply that by 12, because I want each panel divided 12 times vertically, so I have enough geometry (edges or polygons) to work with. 

The warning is just a warning. You can still click Ok, and that will create a cylinder with 8*12 =96 vertical divisions.

 

TrippyLighting_0-1733310576139.png

 

Then I want to apply internal circular symmetry and select the 1st face:

TrippyLighting_1-1733310672739.png

 

The numbered faces suggest the number of panels. I want 8 panels with 12 vertical divisions, so I click on the face labeled 8.

However, we have 96 vertical edges, and 96 can also be divided by 6. Then you'll end up with 6 panels with 16 vertical divisions. Or it can be divided by 16. Then, you end up with 16 panels with 6 vertical divisions.

 

I know I linked to the documentation in a previous post, but frankly, the documentation for this feature is incomplete and doesn't explain this well.


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Message 35 of 43

laughingcreek
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Accepted solution

for something like what you have pictured in post 11, it may be easier to use the design space.

 

laughingcreek_0-1733363708969.png

 

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Message 36 of 43

maple15207
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Hey, thanks a lot! will check it out.

How did create the body, the curved plane?   And then the ensuing body?

 

I would need to chance the angle of the curved surface at the top.

 

Thanks.

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Message 37 of 43

laughingcreek
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@maple15207 wrote:

...How did create the body, the curved plane?   And then the ensuing body?


All that should be answered by studying the timeline.  open/edit each feature, study the settings.   once you've done that come back with questions.

Message 38 of 43

maple15207
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I did go through timeline and still isn't clear how you drew the bodies. I don't see any detail to show how you drew the winding shapes.

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Message 39 of 43

laughingcreek
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@maple15207 wrote:

I did go through timeline and still isn't clear how you drew the bodies. I don't see any detail to show how you drew the winding shapes.


ok. we'll start with the first sweep in the timeline.  An edge of the body created with this sweep is going to eventually be used for the solid sweep.

 

it's a SURFACE sweep.

it sweeps a straight line (the profile) along a straight path

the twist variable is used to create a spiral.

experiment with everything here and learn what parts of the command things do-

laughingcreek_0-1733414021418.png

laughingcreek_1-1733414217753.png

 

 

 

Message 40 of 43

maple15207
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Having some trouble modifying your results. The only thing I need to change is the highlighted point by 5 degrees towards the z-axis. I changed the twist angle by 10 degrees and seems to be right.

But when I try to create a sweep with it, I get an error. That it hit a sharp corner. That I need to use an open path. I didn't see you doing that. In fact when I try to create the sweep with your path design, unchanged, I get the same error of a sharp corner. How did you do the sweep without an error?

Thanks

 

Unnbtled.jpg

 

 

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