In this video we tackle another user request about making a speaker housing off of a car door scan. This is going to be another exercise in forms design, but I can't share the mesh scan. Hopefully it still provides some value.
Пікірлер: 33
@nathanb62 Жыл бұрын
This guy is the Bob Ross of CAD. Sometimes I just put on a video for no particular reason other than to relax or for ambience.
@LearnEverythingAboutDesign Жыл бұрын
LOL. Funny enough i record audio books for my kids to fall asleep :) Next video we will have to model a happy little cloud.
@erikrummel62773 ай бұрын
I was gonna say Happy Little Polygon or Happy Little Mesh.
@lee8652 Жыл бұрын
Wow.. I've been using Fusion for over a year and after watching this, I realize I know nothing lol. Would like to see how to add ribs to where it could be printed. Thanks for the content!
@LearnEverythingAboutDesign Жыл бұрын
Thanks Lee! Forms is a "dark art" form of CAD modeling and I feel like I learn something new each time I use it :) For the ribs, do you mean just a structure behind it for strength? or something else?
@PaulCampbell1510 Жыл бұрын
Just wanted to say thank you for all the content. Your videos are some of the absolute best out there. It helped me tremendously with Forms...and actually has helped me with Rhino SubD too. SubD is very similar (even if the math is somewhat different under the covers). I do a lot of design on 3D scans and your guidance has made all the difference.
@LearnEverythingAboutDesign Жыл бұрын
Thanks Paul!!! Glad to hear the content is helping, even if its is in Rhino :) Yes I have found that SubD is SubD and even Poly modeling like in Blender. The core is the same even if the tools change. How do you like Rhino SubD? Its on my list to try, just haven't made it there yet :)
@PaulCampbell1510 Жыл бұрын
@@LearnEverythingAboutDesign I find F360 forms a lot easier to work with, but more for the UI and how the tools function. But Rhino's strength is the ability to move back into Nurbs from SubD and build further with it's really strong surfacing tools. It's got a lot of nice tools for working with poly, Nurbs, SubD all together. Both F360 and Rhino have strengths and some prefer one over the other, but to me, neither is perfect I guess for everything. The hardest part? Moving back and forth and trying to wrangle my muscle memory for shortcuts and clicks LOL
@LearnEverythingAboutDesign Жыл бұрын
@@PaulCampbell1510 Thanks for sharing Paul! Yeah I don't spend any time customizing shortcuts anymore. I have a word doc i made for Blender for some of them as I don't use it enough to always remember. Shortcuts are really the best way to be efficient with any software when you use it to make money. I do but in training so going to a toolbar isn't a deal breaker for me. I have some more workflow videos hopefully soon on trying to set up and be efficient with Fusion. I do hope to get into Rhino, SolidEdge and maybe some other SubD workflows in the future. Thanks again!
@TheTechnoaddict Жыл бұрын
The scan file is insane quality!
@Maurycy_Sokol Жыл бұрын
I'm impressed how clean and smooth this scan is
@LearnEverythingAboutDesign Жыл бұрын
The person who sent it to me paid for a high quality scan of the car. It has a lot of features including the trim and details on the car! It is one of the nicer complete scans I have seen.
@ductriquyen9157 Жыл бұрын
I still don't quite understand what is the definition of Polygon vs Sub-d vs Nurbs. That Fusion 360 Form is a Sub-d? Or is it Nurbs. Other software like Blender, Maya, 3Dmax, Z.brush... are they polygon or sub-d?
@LearnEverythingAboutDesign Жыл бұрын
Hi Duc, this is certainly a tricky topic. I will try to lay it out here. Programs like Blender, Maya, 3D studio etc are "Poly" modeling programs. They work directly on polygonal meshes. When you make a box with 6 sides you have something that has hard edges. There are edge weighting controls, smooth shading and subdivisions that can happen, but in the end you still have a bunch of flat faces even if you are doing a software trick to make them look smooth when shading/rendering. Side note. all rendering programs reduce the geometry to mesh bodies to calculate the light reflection/refraction. Programs like Fusion 360 for solid modeling are NURBS based. In this realm we have NURBS and BREP terms we throw around. BREP is the boundary representation of the object. This comes from the outside faces of a solid object being defined in mathematical terms. The NURBS part is basically one complex face of a BREP(to the best of my knowledge). I try to think of this as the equations needed to represent a single face vs. the BREP being all faces stitched together as a watertight solid. Sub-D or Sub-divided modeling is in a grey area in between. Think of Sub-d as taking a curvature continuous object and breaking it down into a control "net". These are generally UV curves when talking about surfacing. Sub-D in any program behaves at its core like a Poly-modeler in terms of how you interact with the model. You work on face/edge/vertex manipulations to achieve the geometry you want. Where the difference comes in is that the "Smooth" display of a SubD is different than "Smooth shading" a poly. The "cage" in a SubD body is actually the tangent planes and axes that define the tangency direction and "weight" of the underlying surface. In Poly we can sub-divide and shade smooth but under are still all those flat faces. The key to this in any SubD program is that the cage you are working on (Box display in Fusion 360), gets converted to a BREP/NURBS. If you have a complete closed volume SubD you end up with a BREP solid. In some cases you might end up with a single surface or a grouping of surfaces, but the conversion is still there. It is a big topic but hope that helps. If you just remember one thing remember that Sub-D modeling will generally give you a true surface. Poly modeling will always give you a mesh.
@ductriquyen9157 Жыл бұрын
@@LearnEverythingAboutDesign Oh. thank you, I understood the definition of them. So in Fusion 360 Form, we are directly manipulating and control a large Nurbs surface. So if we add edges to create more "quad-faces" at required position, it's similar to a advanced feature Sub-D in Maya, that right? And "T-Spline" technology helps to remove many unnecessary polygons to reduce the our model capacity. Is my answer correct?
@LearnEverythingAboutDesign Жыл бұрын
@@ductriquyen9157 I haven't used Maya other than at a very basic level so I am not sure about the Sub-D feature in maya. Generally mesh programs might have what they call a SubD feature that lets you divide a small section rather than the entire model. This could be the case in Maya. Tspline is the technology behind it yes. The main difference between that and say NPower that is used in Solidworks is the "Tpoint" that lets us end an edge in the middle of another edge. The ability to make this a Tpoint or a Star Point is what differentiates the technologies. At the core you are still doing the same thing. Think about 1 edge ending at another. TSplines lets us make that intersection a T keeping that "face" still looking like a quad. When its turned into a start point that edge now becomes a "Y" shape and the face looks like a true Ngon(5 sided in this case).
@moniqueleveston16349 ай бұрын
How do you get the first face that you made to snap to the mesh? Thanks for making these videos.
@LearnEverythingAboutDesign9 ай бұрын
When you use the "Face" tool to create a form body there is a check box in that dialog called "Object Snap". That will snap to a mesh but also a surface/solid face.
@suryavardhan7767 Жыл бұрын
I've went on to hiding the edges couple of days ago and I did it by mistake I cannot bring them back on apparently it looks exactly how it would when you hit ctrl+4. Can you please help me with how I could turn it back on?
@LearnEverythingAboutDesign Жыл бұрын
CTRL + 6 should put you back in shaded with edges. You can also go to the monitor icon in the bottom center and go to Visual Style.
@ductriquyen9157 Жыл бұрын
Again bothering you. I have a question that sometimes I see on the internet that there are some large body surface model (STEP files) with complex curves (3d organic shapes) that look very clean, I asked the model owner about the software used to do it, he replied it was Alias software. I also went back and created some surfaces using Form in F360, converted them from T-Spline to Brep which looks like a large smooth surface divided into small surfaces. Although they still have a constant curvature (G2) when checking the Zebra stripes and look smooth with the shader mode enabled (Ctrl 4). So is there any way to create large Brep surface and still have curvature like T-Spline?, I tried Merge inside Surface workspace, the result is deformed surfaces no longer match with original first prototype.
@LearnEverythingAboutDesign Жыл бұрын
Duc, do you have a model you could share with me? The forms surfaces when converted should remain smooth unless edges are creased. The only time Fusion would change them when stitching them together is if there is a large gap. The models from Alias are true Class A surfacing models with G3 continuity. We will always fall short of that, but the "deformed no longer matches the first prototype" is new to me.
@ductriquyen9157 Жыл бұрын
@@LearnEverythingAboutDesign How can I send you pictures or models?. Do you have facebook or gmail..etc...
@LearnEverythingAboutDesign Жыл бұрын
@@ductriquyen9157 email me support@caducator.com
@ductriquyen9157 Жыл бұрын
@@LearnEverythingAboutDesign i send it to you. it is Step file. you need all file Fusion 360 F3d?
@LearnEverythingAboutDesign Жыл бұрын
@@ductriquyen9157 Yes please send the f3d file. I did get your email but I won't be able to check the form feature without the f3d. thanks.
@mateuszwawak7437 Жыл бұрын
How you holding that big file meshes.. I've a good pc but cant hold big stl files...
@LearnEverythingAboutDesign Жыл бұрын
This is basically the computer that I have www.mysolidbox.com/product/creative-desktop-level-2/ I am not running a big powerhouse machine anymore. When I used to run Solidworks it was critical, but with Fusion I haven't found a need for it. I have a decently fast processor that boosts up to 5ghz and 64gb ram. minimal graphics card. The mesh in this video was part of a lot of door mesh bodies. The inner mesh was 570729 Facets. You can right click on a mesh and make it unselectable which a subscriber mentioned helped them with performance. That might help until the point you are ready to push the mesh and form together.
@christiangottwald5758 Жыл бұрын
Hi How do you align the scan in fusion? my scan is very skewed? Can you make a Video where you line up a scan
@LearnEverythingAboutDesign Жыл бұрын
Hi Christian, I have covered it in a few videos. The process is less than ideal in Fusion and really should be done in whatever software is preparing the mesh after scanning. What are you using to prep the mesh before going into Fusion? As of right now there are no great alignment tools. You can create planes off of your mesh when in direct edit mode, but that is about the best you can hope for other than "eyeballing".
@LearnEverythingAboutDesign Жыл бұрын
Christian, Making for Motorsports recently did a scanning video and showed a free version of GOM and how to align the scan before Fusion. I highly suggest checking it out kzfaq.info/get/bejne/n9N3pc-SmMiXfaM.html
@ryanw5013 ай бұрын
Could u share this mesh file?
@LearnEverythingAboutDesign3 ай бұрын
Unfortunately no. The user that sent me the tesla mesh did not want it shared sorry.