Human body

Human body

infoNJD7M
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Message 1 of 8

Human body

infoNJD7M
Enthusiast
Enthusiast

Dear, I want to draw a body of a human being, this body should be completely shaped like a human body, with nose, chest, arms etc. I want to draw all that in 3d, so you can see all the spheres and holes. For the beginning I want to do this halfway, so the face with half a head and also half the body. When updating Fusion I saw and read Subdivide T-spline face, is that a possibility? Hans

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Message 2 of 8

TrippyLighting
Consultant
Consultant

That can be done with T-Splines in Fusion 360, but in general for this sort of organic modeling, my recommendation would, be to use a Sub-D modeling program such as Blender, Maya, 3DS Max etc.


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Message 3 of 8

Drewpan
Advisor
Advisor

Hi,

 

There is no reason why you cannot draw a human body, it will be a model like any other. How realistic it

turns out to be, like anything, will depend on how much effort you put in to it. As it is a symetrical model

then you are quite right in that you can model half then use one of the mirror functions to get the other side.

It isn't really any different to an aircraft or a boat, which are commonly built this way.

 

This particular project is on my own to do list as a realistic human body is useful when modelling other things

like cars and aircraft to get proportions and reaches correct and has been used for years (decades probably). As

part of my research on this I found a couple of good websites with the correct proportional measurements.

 

How you model is up to you, but I thought about modelling the major joints as a stick figure using correct

proportions, then I could flesh it out later. Some of the Gurus probably have good advice on where to actually

start as I have only researched but not really started yet. Normally you model from the outside in with say

an aircraft and use the tools to create the internal structure later.

 

I noticed that @TheCADWhisperer has at least one human modelled in his YouTube videos and he is an active

Guru on this Forum.

 

Hope this helps.

 

Cheers

 

Andrew

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Message 4 of 8

TrippyLighting
Consultant
Consultant

@Drewpan wrote:

Hi,

 

There is no reason why you cannot draw a human body, it will be a model like any other. ...

It isn't really any different to an aircraft or a boat, which are commonly built this way.

 

...

 

I have only researched but not really started yet. Normally you model from the outside in with say

an aircraft and use the tools to create the internal structure later.

 


If you have not actually modeled a complex organic form such as a human body, then perhaps you should be more cautious with your overly enthusiastic posts until you have at least some experience with that!

 

You will find that modeling a human body is very different from modeling a boat, or a car.

 

This is based on my personal hands-on experience of over 3 decades with CAD software and about half of that with polygon/mesh/Sub-D modeling software 

 


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Message 5 of 8

TheCADWhisperer
Consultant
Consultant

@Drewpan wrote:

I noticed that @TheCADWhisperer has at least one human modelled in his YouTube videos and he is an active


I assume you are referring to this 

https://youtu.be/enfkT_O9xcE

 

Not modeled in Fusion 360.

Not modeled by me.

 

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Message 6 of 8

laughingcreek
Mentor
Mentor

when I do the modeling my self from scratch (which is rarely), I use blender for this.  you could get there eventually with t-splines in fusion, but it wouldn't be worth the effort.

 

my suggested work flow would be to use a program called "make human".  this program has a fairly low learning curve.  it will output an all quads mesh in an OBJ file format that can be imported into fusion and then converted to t-splines.  if you need to pose the human form, then you will need to take it thru "blender" first, which has a considerably higher learning curve.

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Message 7 of 8

TrippyLighting
Consultant
Consultant

@laughingcreek wrote:

...  if you need to pose the human form, then you will need to take it thru "blender" first, which has a considerably higher learning curve.


IIRC MakeHuman can export a quad mesh that is fully "rigged" with Blender's animation bones. That can significantly shorten the learning curve for posing a model in Blender.  


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Message 8 of 8

Drewpan
Advisor
Advisor

Hi,

 

I do agree that human bodies are quite different to modeling other objects but the principle of model

half and mirror it still applies. I also suggested that it depended upon how much detail you want and

you get out of it what you put in.

 

My response was in relation to the limited research I have done prior to my own attempt. I know that

there are other software packages out there that may be way better. My thoughts were to model a basic

figure for my own use in Fusion for the stated purposes of working out reach and fit. This is why I suggested

a stick figure model with joints that I could flesh out later.

 

One of the reasons I started researching and then stopped was because I was not ready to model even the

basic joints at the time. When I am finished my current project I may return and give it another shot. My

modelling is still parametric so trying to model something squishy like a human will be a learning experience

in itself. I want to do it but still need more experience.

 

I appreciate all of the Gurus, like yourself, inputting in the forum. I have learned a huge amount here. I do

try not to mislead others and try to pass on what I have learned from you guys. They say a little knowledge

is dangerous so I am probably still at the Megaton Thermonuclear stage.

 

Cheers

 

Andrew

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