G2 and G3 are just tools to position in Alias CVs so you can watch your curvature comb.
G1 is a terrible surface finish which you see mainly with a lot of mass produces products.
G2 is good G3 however is better because with it you can better make sure that you acceleration of your curves is perfect.
Thats not so easy with only G2
However you can fake things by aligning your CVs so that the result will look like G3.
That for example you can do in Inventor to get a faux G3:
http://cadsetterout.com/inventor-tutorials/autodesk-inventor-surfacing-curvature-continuity-sketch-c...
The problem however is that it is fake, the moment curves change the fake G3 will break instantly.
G3 is mainly used in transportation but also luxury product design because with G3 you can perfectly make sure your surfaces
have even smooth bend profiles and your high-lights will be even in size and running/flowing over an object.
In TS nor in any poly modeler can you create an NGON over a mirror axis. That simply does not work. You can only mirror edges along the axis.
However TS is pretty slow with NGONs also when the poly model is pretty easy:

Capping the right opening is at the speed of a button, creasing it yellow edges in the left image entering a number.
Fusion works quite a lot on this. So I switched to a different workflow which has certain advantages.
In Blender I can weight crease edges Maya and such do the same but those are dump poly modelers and not offering the precission TS has.
Sadly the precision requires time to compute. Here you see a Blender model where edges have different crease values:

But and here comes the glory of Fusion, because it can turn TS into BREPs we can do the same by just creating only the sides, then patching the caps with a surface tool
stitching everything together and then we can perfectly precission round the edges wit the fillet tool. No poly modeler can do that, besides Mesh Fusion add-on in Modo which
produces terrible dense poly meshes...
So the downside of TS is that it can be slow, but because we have the timeline and perfect TS to NURBS tools it is really not a downside actually.
Here all this poly modeled and then in Fusion turned into BREPs and trimmed! P like Perfecto!

I actually agree on that it is really a downside that in TS you cannot extrude just edges. But I was told the nature of TS does not allow it.
I wish there would be a poly mode and a TS mode in Fusion. Thats why I continue concept sculpting outside of TS because it is faster.
But that is ok - the data can easily be transfered. Recently for school I did a web cam arm fixture in Fusion brought it to Blender created
more organic joints, brought everything back into Fusion - my parts all were correctly positioned and dang used the timeline to create the
data for the Makerbot.

I researched this process quite well. Blender/Modo offer tools Fusion can never have and Fusion as much Blender Modo will never be able to have.
And while all in one application would be fantastic this process because data can be send two ways (missing part is OBJ export from Fusion TS) works spot on.
I never had any scale or position issue.
BTW the curvature comb in your example would be a shock to every Alias designer. You have pinched points and inflected ends. Specifically the last are a no no.
What might look good to our eye is via math and combs often not the same!
TS is also as far as I know only G1 and a STEP export is heavily subdivided with isoprams. But from what I have understood sofar in Fusion internally the data is pretty slim.
What you later send to the printer mill cnc etc will be poly data anyway. So question is how far can Fusion become the designer / engineer work together on this.
Even Apple designs in Alias and makes the manufactring data in Unigraphix.
Claas Kuhnen
Faculty Industrial Design – Wayne State Universit
Chair Interior Design – Wayne State University
Owner studioKuhnen – product : interface : design
