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Unable to move end vertex of a sphere

Unable to move end vertex of a sphere

Anonymous
Not applicable
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Message 1 of 6

Unable to move end vertex of a sphere

Anonymous
Not applicable

Hi all,

 

I'm new to fusion 360 and I'm trying to move the end vertex of a sphere in sculpt mode (by end vertex I mean the one at the top where all of the other points meet at one). For starters I'm finding it really hard to select (the programme constantly wants to select one of the edges). When I do manage to select it, I can only move the end point of one of the faces instead of all of them. This was really frustrating and I ended up using a quad sphere instead. I don't know if this is the software's glitch or my inexperience.

 Thanks

 

Screenshot (2).png

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Message 2 of 6

jeff_strater
Community Manager
Community Manager

Hi @Anonymous,

 

Yes, the end vertices of a Sculpt/TSpline sphere are a pain to deal with, because there is not just one vertex there, there is one for each triangle at the top of the sphere.  This is part of the reason why most people go with a quadball instead.  TSplines behaves better in general with 4 sided patches, plus a quadball does not have this problem.  Here is a screencast:

 

 

Also, while I was waiting for that first screencast to come back, I did a quick experiment using Weld Vertices that worked way better than I expected, so that's another option:

 

 

Hope this helps,

 

Jeff

 


Jeff Strater
Engineering Director
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Message 3 of 6

SaeedHamza
Advisor
Advisor

@jeff_strater

 

I noticed this when I was taking my ACU exam for Fusion 360

I guess the move that you are trying to achieve is possible with the soft modification command

 

Watch this screencast please

 

Regards

 

Saeed

Saeed Hamza
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Message 4 of 6

TrippyLighting
Consultant
Consultant

As @jeff_strater shows, the vertices should be welded before the move.

The reason that these vertices are not welded is that once welded that T-Spline does not form a perfect sphere anymore.

If the T-Spline is going to be modified that does not matter. The triangles up top are removed easily if the loop/edge/segment count can be divided by 2.

 

 

 

 


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Message 5 of 6

SaeedHamza
Advisor
Advisor

Great explanation! I never thought of it this way

Thanks

Saeed Hamza
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Message 6 of 6

Anonymous
Not applicable

Thanks Jeff, I had thought about welding the vertices but I couldn't figure out how to do that either, I've got lots to learn!

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