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Alias 3D modeling tutorial - Corner with equal setbacks
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- เผยแพร่เมื่อ 16 ส.ค. 2024
- Problems with G2 continuity? Want to solve tricky fillets? Need fewer and simpler surfaces? Wonder about a suitable patch layout? Like to use higher degree curves and surfaces? Or are you a Rhino user wanting to use some of the very useful Alias methods in Rhino?
This Alias beginner NURBS surface modeling tutorial for industrial designers at Lund University School of Industrial Design shows solutions for sometimes tricky modeling situations, principles and workflows you can use in your own designs.
00:00 Introduction
00:07 Overview
01:00 Step-by step
After a brief overview, the step-by-step section shows you the initial setup, patch layout, curve and surface creation process as well as G1 and G2 CV manipulation from start to finish. The result will be a finished model with G1 and G2 continuity where appropriate. Marking menus or special command sequences are not used here on purpose, so you can learn where the tools to be used are located and what their settings are. You can later easily customise and speed up your workflow with hotkeys and marking menus to suit yourself.
Rhino and other NURBS surface modeling software users can follow the same modeling strategy; the main issue in any software is to find a good patch layout, meaning where the main curves and surfaces shall go and where to use theoretical intersections and overbuilding, common techniques. The tools may have different names and settings, but the principles remain the same.
If you have suggestions for other tutorials, please leave a message in the comment section.
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Great!
This channel deserves more subscribers... Thanks.
Apreciated. Happy design modeling!
really helpful video, thanks, man!
Glad it was useful. Please share.
Very cool!!! Thanks.
Hi Andreas! Your tutorials are amazing!
Would you recommend any additional source for learning more about surface modelling techniques?
Especially anything that helped you during your learning days.
Much appreciated. Please spread the word. It very much depends on the industry you work in, but if you are concerned with tricky patch layouts and care about high quality, Barry Kimbal's videos knowledge.autodesk.com/support/alias-products/getting-started/caas/CloudHelp/cloudhelp/2019/ENU/Alias-Tutorials/files/GUID-D430727C-44B3-42F7-A6D5-FAC390A18BDD-htm.html are fantastic.
I would be interested to see how you would handle the filets on the back of an iphone 3g or the filets on the airpods pro case...
I don't have that product here or a technical drawing to see what shape that is, but I guess it's either the classic "G2 ball corner" technique th-cam.com/video/o9RPAlSBFiE/w-d-xo.html or maybe something along those lines th-cam.com/video/w6AL1xTRjjc/w-d-xo.html
Andreas Hopf yes indeed i saw your tutorial a while ago ! Good job 👏🏻
@@ralexhassle5136 Cheers!
I really love your videos, thanks for sharing. I'm a Rhino user, but a bit of a novice. Do you think this technique is possible in Rhino? I have tried a few times but have struggled to make the 'Y' curves in the center meet while maintaining continuity. I haven't found any succesful examples online of this being achieved in Rhino.
Glad it helps. For the three curves to meet in the centre, you must symmetrically align them on both ends, so the curves are symmetric to themselves and thus by definition intersect exactly. In Alias, you see that you can align G1 or G2 numerically. I'm afraid I don't know how that is done in Rhino.
So why would you choose this method instead of just doing a regular ball-corner??
A curvature continuous fillet with matching corner is foremost a formal aesthetic choice. As in case of the infamous "round corners" (G2) on many Apple products (and surface transitions preferred by many tier-1 consumer product OEMs or transportation and automotive OEMs), a G1 (tangent) solution would break the highlight flow and makes surfaces look "patched together" instead of monolithic and unified. With ball fillets and ball corners (G1), one has to live with the dreaded "tangency shadow".
@@Andreas_Hopf Yes I agree, but are you suggesting you cant get curvature using a single surface patch ball corner? O do all the time. Maybe using a cube was misleading for the benefits of this approach. Dont get me wrong, your technique here is great for doing it this way, I was just curious as to why that simple corner wasnt handled how it is typically handled in a design studio, especially an automotive one. ;)
No, it's a good question you asked. A ball fillet/corner, by definition, results in G1 (tangent), because a "ball" (sphere) has a circular perimeter, see mathworld.wolfram.com/Circle.html
Like I tried to suggest, it is not about "right" or "wrong" or "good" and "bad", but rather an aesthetic choice. And that depends on the designer and client, for example. Some companies like G2 or G3 even where no user can ever perceive it. Other companies don't care about homogenous aesthetics at all and just bang out products. And in between these two, there are umpteen approaches...
@@Andreas_Hopf Ball corner is just what its referred to though...they are not necessarily mathematically correct "balls" but rather do have curvature. I guess I was wondering why you didnt do this corner the way its usually done is all? Maybe I am missing something.
That's odd. I have not worked for clients that mean G2 when talking about a "ball" corner/fillet. But, what is "usual" for one, might be "unusual" for another : )
I always suspected there's better way to make rounded corners, and there is proof.
Yeah, it very much depends on the design intention, on the formal aesthetics desired.
What about non symetric surfaces?
What would you mean by that; like, all three fillets having a different width?
@@Andreas_Hopf Yes...And if all surfaces are not flat?
Maybe you could make a good old manual sketch of the type of corner you have in mind and post it on imgur.com so it's easier to see what exactly you're after...