Having trouble patching faces

Having trouble patching faces

Anonymous
Not applicable
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Message 1 of 6

Having trouble patching faces

Anonymous
Not applicable

Hi everyone, I'm having some trouble with trying to patch faces on a watch I'm messing around with, Im brand new to fusion and was watching a video on youtube of a guy making a watch just kind of following him as he went through the process, I've already learned a lot by just doing this one thing and playing around with it, he got to a point in the video where he patches the top and bottom faces of the watch to make it a solid body and when I tried to follow I simply cannot do it, I go to patch just the same as him and go to click on the circle as does he, and I get nothing, it just selects the watch body as one solid piece I don't get the option to click the line, I'm sure I'm doing something wrong I've watched the video over and over and don't see any steps he did that I didn't do so, I've read on here and watched videos and haven't gotten anything it seems to be unique thus far what I'm dealing with,  can someone point me in the right direction? id like to learn what exactly is going on thank you in advance.

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Message 2 of 6

TrippyLighting
Consultant
Consultant

What you are describing is not exactly correct. What you have is a Sculpt/T-Spline model and the term "Patch" applies to the Patch/surfacing environment in Fusion 360.

The number of creases applied to this model and the polygon layout will create surfaces the will be difficult to work with. 

The reason why you cannot patch this with a surface patch is that this model has self intersecting surfaces (look at it in Box mode) and it will not convert into a Surface/Brep model, which is need in order to patch it.

Aside from that, the patch command is not the best command for this. So much for the content of the youtube video. Can you post a link to it ?

 

Interestingly enough you can finish the form and leave the sculpt environment without an error message!

 

 

 

@paul.clauss could you look at this ?


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Message 3 of 6

Anonymous
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https://www.youtube.com/watch?v=hQbwl6K9sOM

 

 

Thank you, is there a way for me to close those faces up with what I have?

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Message 4 of 6

Anonymous
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im kind of confused at the moment because the pins that I have standing next to my watch were created the same way as the first step in the watch video, they are essentially the watch without all the pulling and form modifying in my understanding, I was able to patch those and stitch them as easy as he does the watch in the video, so at what point during the editing phase do I lose the ability to patch? I've also read that the t spline gets converted automatically to a brep wherever you "finish form" and I've also tried the convert method to convert from t spline to brep and have had no luck, I feel as though something Is wrong with my model in particular maybe?

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Message 5 of 6

Anonymous
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so I went in and just started over with my model and I was able to do the patch and stitch that he was doing in the video im guessing I hit a button somewhere and messed it up thanks for your help man.

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Message 6 of 6

TrippyLighting
Consultant
Consultant

I might create a screencast later if I find the time.

 

In order to get it out of this "funky" stage I deleted everything but that one T-Spline from the timeline.

Then I went to clean up your topology, meaning I deleted overlapping and intersecting faces.

 

Here is your mesh topology:

Screen Shot 2018-05-04 at 3.34.26 PM.png

 

and here is mine:

 

Screen Shot 2018-05-04 at 3.35.14 PM.png

 

I eliminated the need for the creasing. In  the end on a model like this you want to end up with a nice smooth fillet. Hoping that an edge that is created by a crease can be successful, filleted is futile. Sometimes it works, often it does not. Also a normal G1 fillet looks crappy and is no replacement for the naturally G2 curvature continuous surface of a T-Spline. 

Sometimes I am wondering why AD promotes such problematic workflows.

 

Screen Shot 2018-05-04 at 3.43.32 PM.png


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