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00:00
To add a finishing detail to the edge of our design surfaces,
00:05
we can use either a tube flange, which adds a rolled edge and then a straight flange surface,
00:11
or a fillet flange, which respects the original edge and trims it away to allow space for the rolled edge and the straight flange.
00:21
So, I'm going to start by having a look at the tube flange because that's the easier one to work with,
00:26
but it still looks quite complex, so what I typically do, we'll just close all the sections with a Shift+click.
00:34
These three are just standard settings.
00:36
So that just leaves us with the tube, which is simply the radius definition, and the flange, which determines the extent of that rolled edge.
00:45
So, if I increase that, you can see that that edge is rolling further or less.
00:51
So, with Sweep Angle, the rolled edge starts tangent to our input surface
00:56
and then rolls around to, in this case, a 90° sweep angle which gives us a normal direction for the flange.
01:03
I have another option which is to define the extent of the rolled edge by a parting line, and this opens up a vector section.
01:10
And this works the other way around.
01:12
It decides on the direction of the flange, and then fits the rolled edge in between, so if I went to Z for example, it goes vertically.
01:19
And this applies even if I don't actually build the flange surface.
01:24
So, if I modify the settings, then I'm controlling the extent of the rolled edge.
01:31
I’ll now take a look at the fillet flange, and again I'll close up the sections.
01:36
This works exactly the same way in that it has the radius value, and it has the flange value,
01:42
which works in the same way.
01:44
But because the fillet flange is required to keep all of this geometry within the boundary of the edge,
01:50
you've got an extra section called Wall that defines an imaginary boundary wall.
01:56
But we can see if we have Show Wall Set on in our Control options that defines the direction from which we want to apply that constraint.
02:06
So, in the Normal direction, we're looking this way and containing all the geometry within that imaginary wall.
02:14
If I switch to a Draft Angle, and I go in the Z direction,
02:19
you can see this imaginary wall is now vertical, and that's providing the constraint for the geometry.
02:25
Now, one of the reasons that Fillet Flange can get complex is that we can have a draft direction for our imaginary wall.
02:31
And if we go down to the flange, we can also have a draft direction in terms of a parting line for the flange.
02:38
So, it's useful to remember that the wall is defining the constraint for containing the geometry,
02:43
and the flange is defining the extent of the rolled edge.
00:00
To add a finishing detail to the edge of our design surfaces,
00:05
we can use either a tube flange, which adds a rolled edge and then a straight flange surface,
00:11
or a fillet flange, which respects the original edge and trims it away to allow space for the rolled edge and the straight flange.
00:21
So, I'm going to start by having a look at the tube flange because that's the easier one to work with,
00:26
but it still looks quite complex, so what I typically do, we'll just close all the sections with a Shift+click.
00:34
These three are just standard settings.
00:36
So that just leaves us with the tube, which is simply the radius definition, and the flange, which determines the extent of that rolled edge.
00:45
So, if I increase that, you can see that that edge is rolling further or less.
00:51
So, with Sweep Angle, the rolled edge starts tangent to our input surface
00:56
and then rolls around to, in this case, a 90° sweep angle which gives us a normal direction for the flange.
01:03
I have another option which is to define the extent of the rolled edge by a parting line, and this opens up a vector section.
01:10
And this works the other way around.
01:12
It decides on the direction of the flange, and then fits the rolled edge in between, so if I went to Z for example, it goes vertically.
01:19
And this applies even if I don't actually build the flange surface.
01:24
So, if I modify the settings, then I'm controlling the extent of the rolled edge.
01:31
I’ll now take a look at the fillet flange, and again I'll close up the sections.
01:36
This works exactly the same way in that it has the radius value, and it has the flange value,
01:42
which works in the same way.
01:44
But because the fillet flange is required to keep all of this geometry within the boundary of the edge,
01:50
you've got an extra section called Wall that defines an imaginary boundary wall.
01:56
But we can see if we have Show Wall Set on in our Control options that defines the direction from which we want to apply that constraint.
02:06
So, in the Normal direction, we're looking this way and containing all the geometry within that imaginary wall.
02:14
If I switch to a Draft Angle, and I go in the Z direction,
02:19
you can see this imaginary wall is now vertical, and that's providing the constraint for the geometry.
02:25
Now, one of the reasons that Fillet Flange can get complex is that we can have a draft direction for our imaginary wall.
02:31
And if we go down to the flange, we can also have a draft direction in terms of a parting line for the flange.
02:38
So, it's useful to remember that the wall is defining the constraint for containing the geometry,
02:43
and the flange is defining the extent of the rolled edge.
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