Possible to go back and Join two models?

Possible to go back and Join two models?

t_smith5
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Message 1 of 8

Possible to go back and Join two models?

t_smith5
Collaborator
Collaborator

Hi

 

I've spent some time cleaning up my scene/timeline of errors, which has meant some parts have had to be remade from scratch. But it has meant that some parts have been redone better through practise. 🙂 However, one thing I've not figured out how to do (if it's possible) is how to Join a model that was done a (short) while ago with the new model. For instance, in my scene, I want to join a nose I made with the new head. If I try and edit a feature, by selecting one of the faces, it'll take me back in the timeline, but it'll be before the new head mesh was made. I'm guessing it's not possible...? Or that the model would need re-creating from the original Sketch...? Thanks.

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Message 2 of 8

etfrench
Mentor
Mentor

Save Copy As then import into the new file.

ETFrench

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Message 3 of 8

GRSnyder
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Collaborator

You've done all your construction within the root component, so you can't create true Joints in the model's current state. Joints are connections and articulations that you establish between components.

 

You're not required to use components, but I think you'd find that it simplifies things a bit. In particular, you'll have a bunch of smaller component timelines rather than one giant timeline that doesn't fit on the screen. And judging from the number of Move operations you have, I suspect that you're finding Move to be not terribly suited for what you're doing.

 

This kind of modeling---reconstructing a solid from section or elevation views---often works well if you create a "master plan" sketch that maps out all the major pieces: the revolution profile and centerline for the torso revolve, the side view of the nose, etc. You can then Rotate or Extrude many of those items directly into new components, all from the same sketch. Because the relative positions are defined by the master sketch, they elements automatically show up in the right place. To add more details to a component, activate it and work within its specific timeline.

 

I think you may find the pinned topic above regarding RULE #1 and RULE #2 quite helpful as well.

Message 4 of 8

t_smith5
Collaborator
Collaborator

Ahhh, good to know. Thanks. I never even realised that Components had their own timeline. 🙂 I've also given RULE #1 and 2 a read.

 

EDIT: On snag is, I don't know exactly when the best time would be to add a new Component. I often have multiple pieces for one specific thing, such as the head or the arm. I can see me using Components only when one of them is fully complete and I potentially combine all the parts together into one model. 😅

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Message 5 of 8

t_smith5
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Collaborator

'Copy As'...? Do you mean 'Save As'...? I did try exporting them out and loading them back in, but it only adds them to a new scene rather than the one I have open. 😕

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Message 6 of 8

etfrench
Mentor
Mentor

'Save Copy As' creates a new file with the selected component.  Import that into the assembly file using a joint to position it.  'Remove' the old component or body.   When all of the bodies in your model are in separate components or subcomponents, it's easy to change them for different versions.   You do need to create new joints, but if those are named, they're also easy to recreate.

ETFrench

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Message 7 of 8

t_smith5
Collaborator
Collaborator

Ohh, okay. I see the option now. Does it need to be loaded into the same file you want to put it back into? Or does it have to be loaded in a new design? I can't seem to figure out how to bring it into the current design/file. I take it it needs to be loaded in first before you add a Joint?

 

Thanks

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Message 8 of 8

etfrench
Mentor
Mentor

Files can be inserted into other files.  Components may be copied from one file to another.  If you are following Rule #1 and #2, then your assembly file should be full of components which can be replaced by other components.

ETFrench

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