IDK what to say but your channel improved my skills and made me a better design engineer. Many of your courses introduced us to new technologies and even saved our designs in some cases . most paid courses can not match the quality of your content. Thank you so much and we wish you all the best.
I like that we can build surfaces from existing blueprints that are generated from existing surfaces. (I might be mistaken). but normally if we design something we do not have the 3 -4 main views, or is there a good techninc to master this in order to be able to sketch these blueprints? I think we need to learn to make blueprints first for new products right? well of course for car designers it might be really easy as they know the main anatomy of a car and its curves...
It depends. I have done a few concept cars with no reference images. If you are trying to replicate an existing vehicle then having blueprints is key. If you are making your own i generally start out placing a few key details like wheels to give a sense of scale.
Hi, when you have a 3d curved plane ( like the one in the video), how do you make it into a solid object? How do you add uniform thickness to it? To make it 3d printable? Thanks!
The main way you do that is with the Create > Thicken tool. Also with surfaces if you build the inside and outside to make a "water tight" body you can stitch them all together and Fusion will turn that into a Solid body. Note that thicken will do just that so you may need to trim edges after a thicken since they go out normal to the curvature.
I did everything exactly as you did (or so I think). But when trying to do the loft like you do at 18:55 I cannot select the projected splines as profiles. I can select them as Rails, but for Profiles it doesnt let me select them (selection priority and selection filters are not the cause for this). What did I do wrong?
It is hard to say without seeing the file. If all the curves intersect there shouldn't be any difference in a surface loft using them as profiles or rails. In a solid loft you can't have 3d curve profiles, they must be 2d (and closed boundaries). but a surface loft lets you have them be in 3d for profiles or rails. So with yours can you use them as just profiles without the rails as a selection? Like only 2 curves with no guides?
I’ve been trying to model an A-wing from Star Wars… so much more difficult than I expected because of the curvature. I’ve tried using surfaces, forms, solids but I just can’t seem to get the final model to come together in the end. Working from blurry prints isn’t exactly helping either lol.
Yeah it can be really tricky to try and make something that exists in detail like that. My approach in forms would be to make the middle, make the end of the wing then bridge them together. Do this in box display so you don't get hung up on the shape and then add edges where you need sharper transitions. This is a rare case where i would probably use T points on the front. a360.co/3X5bjr9 Here is a quick sample of the rough shape. For surfaces I would follow a similar workflow. Make the middle of the body then make the end of the wing and loft them together. One thing that is easy to get hung up one when seeing images and renders of these things is all the fine detail. A lot of time those details are in the appearances added and not actually modeled. Focus on the basic shape first. You can always add more detail later.
This is totally a technique I want to master. Are there any other resources you suggest for learning/practice building complex curved surfaces from the planar diagrams (canvases)?
Sadly I don't know of any resources for building them in Fusion. I did have a surface series but i pulled it offline as i wasn't happy with the quality of the surfaces. In the future I might do more. It just takes some practice...
The key is to make sure your sketches are fully constrained in a way that will update properly. For example if you have a line on the right plane that is fully dimensioned, then in a top view you would project it or its end points and constrain your new curve to that.
well. maybe. It wasn't until recently that Fusion had the ability to manipulate splines in 3d. Constraints can still be a bit tricky but yes building out the fender shape with 3d curves is possible. One thing I don't like about 3d spline control is activating the handles and the move/copy tool. The video that will come out tomorrow does have 3d sketch splines in it. Is that how you typically work?
@@LearnEverythingAboutDesign if i'm making seperate panels yes. You are right about the constrains but if u make the panels seperately that really isn't an issue. When modeling a complete car and maintaining nice curvature it is a bit of a pain. And totally agree on the copy/move and activating the handles. Fusion should come up with an easier way.
thanks for the comment. I'd love to hear more about what you felt was unnecessary in the explanation. Feel free to email me support@caducator.com if you don't want to put it in a comment.
Sorry you feel that way. It comes up every now and then and most of the users prefer the longer explanation of why we are doing something rather than just a click here click there type of tutorial. If i have a video labeled "Quick" in the title somewhere they are more to the point, but the vast majority on this channel are more long form content.
Is there something specific you had in mind? there are a lot of 3d toolpaths. I have courses on the Autodesk website dedicated to 2.5, 3 and 5x milling I can point you too. If there is a specific option or toolpath let me know.
@@LearnEverythingAboutDesign I tried to create a toolpath for a 3d surface and used 3d pocket tool and it created wrong toolpath (didn't cut it completely)
@@HaasMill Sure so 3d milling is an interesting one. I would first start with a 3d adaptive toolpath to rough your shape. So any 3d toolpath is "model aware" meaning it is basing its calculations on the geometry while 2d toolpaths are based on selected chains or faces. So when thinking of a 3d toolpath its always important to look at the geometry of what you are milling. When starting with a 3D adaptive you simply need to give it an area to work and a depth to go down to. For most parts this will be the stock contour or starting stock size. The depth should be based on where you want it to go. You can also contain it to the inside or outside of a region. So if I am machining inside a pocket I might tell it to stay inside that or let the center of the tool touch the boundary(there is also an offset value there and its all on the Geometry tab). I am doing this without it open so the names might be a little off. On the passes tab you would give it your max rough step down and then a step up. 3d adaptive takes deep cuts which is possible because of the trochoidal motion keeping a consistent chip load but a small cut. For example the optimal load for a 3 flute half inch endmill might be somewhere between .05 and .2 depending on the material, HP of your machine and how well the part is held, helix angle of the tool and on and on. After the 3d adaptive there are a handful of tools that are meant for circular parts and only really work in special cases. Some tools work best on flat areas. Toolpaths like 3d contour work well on steep walls. Probably the goto toolpaths are going to be Scallop, and Steep and Shallow. SnS might not be open depending on your license and/or extensions but its a combination of a few different toolpaths. Scallop is likely going to be a good option (saying that without knowing the geometry). Some toolpaths like Flow follow the UV curves of the part and cut based on number of stepovers. Toolpaths like Scallop are going to be based on a stepover amount. Hopefully that helps.
Man these lessons are a hidden gem. Awesome job!
Glad you like them!
Thanks again... You are a great teacher!
My pleasure! and thank you!
IDK what to say but your channel improved my skills and made me a better design engineer. Many of your courses introduced us to new technologies and even saved our designs in some cases . most paid courses can not match the quality of your content. Thank you so much and we wish you all the best.
Thank You for the kind words! Glad the content is helping!
@@LearnEverythingAboutDesign our team has 6 members and your channel is the 7th so for us you are the real team leader😆
Love your videos, yes interested to see the next step in blending that surface to the lower fender. Please!
Noted! The next video I did the wheel opening which will be out in a few days.
I could have watched you do the whole car. I’ve been trying to model a curved canopy for a while and this should get be back on track. Cheers
I have done a few cars with surfaces but its generally much easier with forms :)
Why would I want to P on the keyboard!?😂
Great video 💪🏼
It makes it harder to hide the bodies....
@@LearnEverythingAboutDesign 👌🏼⚒️
I like that we can build surfaces from existing blueprints that are generated from existing surfaces. (I might be mistaken). but normally if we design something we do not have the 3 -4 main views, or is there a good techninc to master this in order to be able to sketch these blueprints? I think we need to learn to make blueprints first for new products right? well of course for car designers it might be really easy as they know the main anatomy of a car and its curves...
It depends. I have done a few concept cars with no reference images. If you are trying to replicate an existing vehicle then having blueprints is key. If you are making your own i generally start out placing a few key details like wheels to give a sense of scale.
Hi, when you have a 3d curved plane ( like the one in the video), how do you make it into a solid object? How do you add uniform thickness to it? To make it 3d printable? Thanks!
The main way you do that is with the Create > Thicken tool.
Also with surfaces if you build the inside and outside to make a "water tight" body you can stitch them all together and Fusion will turn that into a Solid body.
Note that thicken will do just that so you may need to trim edges after a thicken since they go out normal to the curvature.
Very nice TUT, always Nice
Thanks again!
Frustratingly long wound to get a cross 1min worth of info. That said, still a much appreciated video I am thoroughly thankful for. Keep it up!
Thanks :) Yeah I have not been accused of being short-winded :)
I did everything exactly as you did (or so I think). But when trying to do the loft like you do at 18:55 I cannot select the projected splines as profiles. I can select them as Rails, but for Profiles it doesnt let me select them (selection priority and selection filters are not the cause for this). What did I do wrong?
It is hard to say without seeing the file. If all the curves intersect there shouldn't be any difference in a surface loft using them as profiles or rails. In a solid loft you can't have 3d curve profiles, they must be 2d (and closed boundaries). but a surface loft lets you have them be in 3d for profiles or rails.
So with yours can you use them as just profiles without the rails as a selection? Like only 2 curves with no guides?
I’ve been trying to model an A-wing from Star Wars… so much more difficult than I expected because of the curvature. I’ve tried using surfaces, forms, solids but I just can’t seem to get the final model to come together in the end. Working from blurry prints isn’t exactly helping either lol.
Yeah it can be really tricky to try and make something that exists in detail like that. My approach in forms would be to make the middle, make the end of the wing then bridge them together. Do this in box display so you don't get hung up on the shape and then add edges where you need sharper transitions. This is a rare case where i would probably use T points on the front. a360.co/3X5bjr9 Here is a quick sample of the rough shape.
For surfaces I would follow a similar workflow. Make the middle of the body then make the end of the wing and loft them together. One thing that is easy to get hung up one when seeing images and renders of these things is all the fine detail. A lot of time those details are in the appearances added and not actually modeled. Focus on the basic shape first. You can always add more detail later.
This is totally a technique I want to master. Are there any other resources you suggest for learning/practice building complex curved surfaces from the planar diagrams (canvases)?
Sadly I don't know of any resources for building them in Fusion. I did have a surface series but i pulled it offline as i wasn't happy with the quality of the surfaces. In the future I might do more. It just takes some practice...
.... "p on the keyboard" ... - Matt from Learn Everything About Design
LOL :)
This is cool but what about editing the curves, I always find projected points get all messed up if you edit anything
The key is to make sure your sketches are fully constrained in a way that will update properly. For example if you have a line on the right plane that is fully dimensioned, then in a top view you would project it or its end points and constrain your new curve to that.
Much easier with 3d sketch and using splines.
well. maybe. It wasn't until recently that Fusion had the ability to manipulate splines in 3d. Constraints can still be a bit tricky but yes building out the fender shape with 3d curves is possible. One thing I don't like about 3d spline control is activating the handles and the move/copy tool. The video that will come out tomorrow does have 3d sketch splines in it.
Is that how you typically work?
@@LearnEverythingAboutDesign if i'm making seperate panels yes. You are right about the constrains but if u make the panels seperately that really isn't an issue. When modeling a complete car and maintaining nice curvature it is a bit of a pain. And totally agree on the copy/move and activating the handles. Fusion should come up with an easier way.
18:18 Instructions unclear, peed on the keyboard
Ah I see the issue :)
at 20:05 he says pee on the keyboard. haha
LOL
There was a lot of unnecessary complexity in your explanations. I found it hard to follow the steps. Thanks very much for this video.
thanks for the comment. I'd love to hear more about what you felt was unnecessary in the explanation. Feel free to email me support@caducator.com if you don't want to put it in a comment.
MORE
there will be! I have had lots of specific requests so might have a few "practical" videos coming up.
7 min of talking for only just 1 curve
Sorry you feel that way. It comes up every now and then and most of the users prefer the longer explanation of why we are doing something rather than just a click here click there type of tutorial. If i have a video labeled "Quick" in the title somewhere they are more to the point, but the vast majority on this channel are more long form content.
talk too too much
Can you make a video about creating 3d milling toolpath?
Is there something specific you had in mind? there are a lot of 3d toolpaths. I have courses on the Autodesk website dedicated to 2.5, 3 and 5x milling I can point you too. If there is a specific option or toolpath let me know.
@@LearnEverythingAboutDesign I tried to create a toolpath for a 3d surface and used 3d pocket tool and it created wrong toolpath (didn't cut it completely)
Maybe it's because I've used 3d pocket tool
instead of 3d surface tool?
@@HaasMill Sure so 3d milling is an interesting one. I would first start with a 3d adaptive toolpath to rough your shape. So any 3d toolpath is "model aware" meaning it is basing its calculations on the geometry while 2d toolpaths are based on selected chains or faces. So when thinking of a 3d toolpath its always important to look at the geometry of what you are milling.
When starting with a 3D adaptive you simply need to give it an area to work and a depth to go down to. For most parts this will be the stock contour or starting stock size. The depth should be based on where you want it to go. You can also contain it to the inside or outside of a region. So if I am machining inside a pocket I might tell it to stay inside that or let the center of the tool touch the boundary(there is also an offset value there and its all on the Geometry tab). I am doing this without it open so the names might be a little off. On the passes tab you would give it your max rough step down and then a step up. 3d adaptive takes deep cuts which is possible because of the trochoidal motion keeping a consistent chip load but a small cut. For example the optimal load for a 3 flute half inch endmill might be somewhere between .05 and .2 depending on the material, HP of your machine and how well the part is held, helix angle of the tool and on and on.
After the 3d adaptive there are a handful of tools that are meant for circular parts and only really work in special cases. Some tools work best on flat areas. Toolpaths like 3d contour work well on steep walls. Probably the goto toolpaths are going to be Scallop, and Steep and Shallow. SnS might not be open depending on your license and/or extensions but its a combination of a few different toolpaths. Scallop is likely going to be a good option (saying that without knowing the geometry). Some toolpaths like Flow follow the UV curves of the part and cut based on number of stepovers. Toolpaths like Scallop are going to be based on a stepover amount.
Hopefully that helps.
Nice!.