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Patch Loft with 4 edges/curves

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Message 1 of 4
rasmusfjordside
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Patch Loft with 4 edges/curves

Hi everyone. I hope you can help/advise on this.

 

Firstly, I have been using Rhinoceros 3D for 10+ years and that affects my workflow (at least in this case) and I am on my fourth week of using Fusion 360. Though, this way of working, my "Rhino-workflow", seems legit as Fusion embraces many CAD approaches. I am working with bodies with no thickness as my goal is a shell chair with the same thickness troughout the shell and I will thicken to shape later.

 

I have created two T-Splines surfaces, that I want to connect. I have tried different approaches, but I lack control of the way the new surface meets the two existing and while still being able to control the radius of the bend (see attached images). In Rhino I would do a 2 Rail Sweep or a Blend Surface, both with numerous profile curves if needed. But I can't find a tool capable of doing the equivalent in Fusion 360. 

 

The first image is where I am right now, trying a simple Patch Loft with two profile curves and two edges from the existing surfaces.

 

Image two shows my goal created by my colleague/boss in Cinema 4D.

 

The rest of the images shows my other failed approaches, T-Splines Bridge, T-Splines Sweep + Match, Patch Loft and T-Splines Edit Face. Ideas to control the radius of the bend and how the new surface meets the two existing are more than welcome. And even completely different ways of doing the chair, but I had a hard time getting my head around doing this with parametric design with sketches. Skærmbillede 2018-04-26 kl. 11.08.27.pngSkærmbillede 2018-04-26 kl. 11.08.48.pngSkærmbillede 2018-04-26 kl. 11.09.25.pngSkærmbillede 2018-04-26 kl. 11.11.53.pngSkærmbillede 2018-04-26 kl. 11.12.34.png

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Message 2 of 4

I think with your approach you might come across the limits of surfacing in Fusion 360 relatively quickly.

I'd actually design the whole shell as a single continuous T-Spline mesh, just the way your colleague/boss likely designed it in C4D, which is predominantly A Sub-D modeler.

 

In order to find out what the best mesh topology is for this particular design, you can actually export  the quad control mesh from C4D as a .obj file, import it into Fusion 360 and convert it directly into a T-Spline.

 

I often use a similar workflow with Blender, which is my favorite Sub-D modeling tool. I model the mesh in Blender and then import the result into Fusion 360 for some fine tuning and adding mechanical details.


EESignature

Message 3 of 4

(Sorry for the late reply. I have been home sick for more than a week) Thank you so much for your reply! I'll try out your method right away!

 

You don't see any chance, that this could be done (within a reasonable timeframe) as a parametric design model?

 

Best regards

 

Rasmus 


@TrippyLightingwrote:

I think with your approach you might come across the limits of surfacing in Fusion 360 relatively quickly.

I'd actually design the whole shell as a single continuous T-Spline mesh, just the way your colleague/boss likely designed it in C4D, which is predominantly A Sub-D modeler.

 

In order to find out what the best mesh topology is for this particular design, you can actually export  the quad control mesh from C4D as a .obj file, import it into Fusion 360 and convert it directly into a T-Spline.

 

I often use a similar workflow with Blender, which is my favorite Sub-D modeling tool. I model the mesh in Blender and then import the result into Fusion 360 for some fine tuning and adding mechanical details.


 

Message 4 of 4

This worked perfectly! Thank you very much.

 

Best regards

 

Rasmus

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