New to Fusion 360 the workflow between modules does not seem very fluid

New to Fusion 360 the workflow between modules does not seem very fluid

RandyKopf
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New to Fusion 360 the workflow between modules does not seem very fluid

RandyKopf
Collaborator
Collaborator

Hi I'm making a necklace using an first image below as a guide. The second image is partially done missing eyes, teeth and tongue.

 

Well all I can say is the workflow in Fusion 360 seems to need work. Or maybe I do? It's great there is Patch, Model and Sculpt. But the modules do not seem well connected. I get close to what I need using Sculpt but then need to trim surfaces. Since Patch seems to offer the only way to do this I use Patch. I add surfaces in Patch and some are too boxy and flat. I want to pull some of the surfaces about like you do in Sculpt. But the Patch surfaces are static. I switch to Sculpt and try to convert them yet they revert to an untrimmed state ignoring the sufarce boundary. This is just not working for me.

 

You're probably saying there is nothing Fusion can't do. From the user gallery I believe it. But it's not very obvious to a new user. Maybe I expect too much? Or am too ignorant? From my perspective the modules are too isolated in concept and do not allow a fluid work between them. Granted the math behind the scenes are totally different requirements per module. But to the end user just trying to get a project done, I feel the software should allow a direct conversion from one module to the other and with an exact representation from the prior module . This would allow each module to shine at what it does best without a loss to the end user. Just saying it as I see it folks. Help correct my way of thinking p-l-e-a-s-e.

 

I welcome any intellegent reply from users that are knowledgable in the total workflow of the various modules.

 

Happy Holidays by the way!

 

Randy Kopf

 

 

 

Randy Kopf 

http://desktopartisan.blogspot.com/


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TrippyLighting
Consultant
Consultant

This should all be modeled in the Sculpt environment. The head could be one T-spline, the theeth maybe another T-Spline or a set of them. For CAM or 3D printing you then convert these T-Splines (thats what the scuplt environment creates) into B_Rep ot Solid Modela nd use the combine tool to make one solid body out of it.

 

That is the main workflow. No need to get into the patch enviroment for this sort of model.

The renderings show that the toplogy of the mesh needs work . I've recommended to people before to simply watch YouTube tutorials for Blender, Modo, 3DSmax for Face and Creature modeling. These softwares are Subdivision Surface modelers, but it feels and behaves very similar to modeling in the Sculpt environment in Fusion 360 with T-Splines.

 

 


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