














Transcript
00:02
Create and modify freeform parts.
00:05
After completing this video,
00:06
you'll be able to
00:07
create form bodies from primitives and sketches,
00:10
use advanced edit form controls for soft modification,
00:13
create or modify edges with form tools,
00:15
modify a form with bridge,
00:17
and repair or smooth a form body.
00:23
In fusion,
00:23
let's begin with the supply dataset,
00:25
Form sample.
00:26
F3D.
00:27
This design contains a couple of sketches and
00:29
we'll explore those in our freeform workspace.
00:33
Freeform modeling can be accessed by selecting create form
00:35
from our solid or from our surface tools.
00:38
Freeform modeling is direct modeling that allows us to
00:41
create complex organic shapes by directly manipulating geometry.
00:46
This can be done by starting with primitive shapes such as boxes and cylinders,
00:50
or by using sketch-based approaches.
00:53
In this case,
00:54
let's start by creating a box.
00:56
The box primitive is one of the more common
00:58
primitives to use when creating a new design.
01:00
We need to select a plane,
01:02
and we need to start by drawing a box.
01:05
Once we do this,
01:06
the box dialogue will appear and we can manipulate the values
01:09
more either using the dialogue's input or the on-screen manipulators.
01:13
We can increase or decrease the number of faces that we have in multiple directions,
01:19
and once we're happy with the results,
01:20
we can select OK.
01:22
Note that once we create a primitive,
01:24
we can't go back to the creation dialogue.
01:27
We'll need to either recreate that primitive
01:28
or manually manipulate it on the screen.
01:31
Let's go to our bodies folder and hide Body one for now.
01:35
Some of the other common primitives used are things like cylinders and quad balls.
01:39
Let's take a look at a cylinder.
01:42
Once again,
01:42
select a plane,
01:43
begin creating a circle,
01:45
and then manipulate it either on the screen or by using the dialogue.
01:49
Most primitives will have a symmetry option.
01:52
Circular primitives will have a circular option,
01:54
while primitives like box will only have a mirror option.
01:58
Let's select OK to create this primitive as well.
02:01
We're going to take a look at modifying primitives in just a moment,
02:04
but let's take a quick look at some of the others.
02:07
Plans and faces are common ways to start complex shapes by
02:10
starting with a small number of faces and adding to them.
02:14
The face tool is great because it allows you
02:16
to snap to reference bodies like scan meshes,
02:19
while the plane tool allows you to simply select a plane
02:22
and start by creating a new blank face.
02:25
Using modification tools,
02:27
we can add to this quickly and easily,
02:28
which we'll take a look at in just a moment.
02:32
As we scroll down in this list,
02:33
you can see that we've got a pipe tool,
02:35
which we'll explore in a moment,
02:37
as well as some of these sketch-based primitives.
02:39
When we use Extrude,
02:40
for example,
02:41
we can select a sketch and begin pulling this up.
02:44
We can increase or decrease the number of faces,
02:47
and keep in mind that
02:48
as we start working with complex shapes like spines or arcs,
02:53
oftentimes the number of faces and the approach,
02:55
whether it's uniform or curvature,
02:57
will have a direct impact on how well that matches your original geometry.
03:02
In the cases of creating forms from sketches,
03:05
keep in mind that it is not a direct match.
03:08
If you have a complex sketch,
03:10
it's oftentimes very common for your freeform model to not match that.
03:15
So if you are looking to create a sketch-based approach,
03:18
there is a modification tool called Match,
03:21
and this is the tool that will allow you to match
03:23
your freeform body to a reference sketch or reference geometry.
03:28
Let's go ahead and take a look in the create menu,
03:30
and note that we've also got things like revolve,
03:32
sweep,
03:33
and loft in here.
03:34
There are a couple of other sketches in here,
03:36
and you can play around with these
03:38
creating some various different types of primitives,
03:40
but let's go ahead and explore the pipe tool.
03:43
Under the Create menu,
03:44
the pipe tool is sort of unique in its own sense.
03:48
It allows us to create freeform models using 3D sketches,
03:51
and the pipe tool will create those in 3D based on our selections.
03:55
While this can be extremely handy,
03:57
there are some things that we need to be aware of.
03:60
As we begin to make more selections,
04:02
the intersections between those become more complex.
04:06
So a simple rectangle,
04:07
for example,
04:08
is pretty straightforward.
04:09
But as we start to add these tapered curves
04:12
or curves going from one corner to another,
04:14
the intersections in the corners start to get more difficult and twisted.
04:19
So there will be a limit to how much you can do with this tool.
04:22
But we can change the display mode to take a look at in smooth,
04:26
and notice that as we have more edges coming together,
04:29
the form starts to get pinched.
04:31
So you may find that you need to reduce the number of edges that you select
04:35
and maybe turn off the chain selection option,
04:37
so that way you can manually select specific entities that you want.
04:41
In this case,
04:42
I want to remove this as an option,
04:44
and maybe add this one here and remove this one,
04:47
and this may be a better freeform option to get started on a new model.
04:52
There are end type options.
04:54
You can determine whether or not your freeform pipe is open,
04:57
if it's squared off or has a spike,
04:59
and we can also directly manipulate how many segments we have,
05:03
and we can even select them and begin manipulating
05:05
them individually by adding or removing those sections.
05:09
In this case,
05:10
let's go ahead and say OK,
05:11
but we're not going to be manipulating or working with this freeform model.
05:15
Let's go back to Bo 2,
05:17
the cylinder.
05:18
Now that we have a couple of freeform models,
05:21
let's go ahead and talk about modifying them.
05:24
There are many modification tools that we have,
05:26
and this can become very overwhelming,
05:28
but there are a few common tools that we will explore.
05:31
First is edit form.
05:33
Edit form allows us to select vertices,
05:36
edges,
05:36
and faces and begin manipulating them directly.
05:40
I'm going to double click the right edge here and
05:42
note that we've got a manipulator on the screen.
05:45
This manipulator by default is called multi.
05:48
This allows us to transform or translate,
05:51
rotate or scale our selection.
05:53
For example,
05:54
if I select this arrow,
05:55
I'm going to begin translating the edge.
05:58
If I select the center point,
05:60
I'm going to begin scaling it.
06:02
And if I select one of these planes,
06:05
I can move in plane and make adjustments there.
06:08
We can also begin adding new edges by holding down the alt key.
06:12
Holding down the alt key allows us to extrude and add a new edge.
06:16
Holding down control and alt at the same time allows us to scale
06:21
or translate adding a new edge with a crease on it.
06:24
This can become very helpful as you begin working with your own models.
06:28
For example,
06:29
we may want to
06:30
hold down control and alt and scale this edge down.
06:35
And then we can right click and select OK to finish our operation.
06:39
So,
06:40
edit form is going to be one of the default tools that we use to create our geometry.
06:44
This is going to also be the default selection at the top of our modify menu.
06:49
Let's go ahead and select a couple of other edges and just play around with this,
06:52
scaling these out
06:54
and noting that we also have a tool called soft modification.
06:58
Soft modification allows us to make adjustments to our selection,
07:02
and we can dictate how much that has an effect on the overall model.
07:06
You can see that as I'm scaling this up and down,
07:09
the rest of the model is moving.
07:11
This edge here is staying still,
07:13
but you can see that there is an influence
07:15
that happens based on the color of these dots.
07:18
We can increase or decrease that based on face count.
07:22
We can also do it based on a specific dimension.
07:26
For example,
07:26
I can say 10 millimeters,
07:29
and if that falls within
07:30
the realm of any of the other selections,
07:32
it'll have that influence.
07:34
As we increase this to say 100 millimeters,
07:37
you can see now it's only going to impact or affect that next set of vertices.
07:42
So playing around with soft modification is a great
07:44
way to preserve the overall shape of your design,
07:47
while allowing it to modify and manipulate some surrounding geometry.
07:52
There are many other options in here,
07:54
for example,
07:55
changing the view of our object to box display,
07:58
our control frame display,
07:60
or back to our smooth display.
08:02
By default,
08:02
our freeform models are box displays,
08:06
and that box display is what's actually controlling
08:08
the tangency in the direction of our curvature.
08:12
But
08:12
oftentimes the final result is going to be our smooth display.
08:16
This is what we want to look at
08:18
to make sure that our final shape is correct.
08:21
You can get to this with some shortcut keys as
08:23
well as from our utility menu under display mode.
08:26
Let's go ahead and say OK for now,
08:28
and let's talk about some other modification tools.
08:31
In some cases we may find that our primitive doesn't have enough edges.
08:35
We can subdivide it,
08:37
we can insert edges,
08:38
or we can insert points.
08:40
Using insert edge allows us to select an edge or edges,
08:43
and then using the insert tool,
08:45
we're able to add a new edge to allow us to make more modifications.
08:49
We can dictate how far that is away from our original selected edge,
08:53
and we can also use either the exact or simple insertion mode.
08:58
Simple will place the edge affecting the overall shape of the design,
09:01
while the exact will determine where that edge can go and keep the original shape.
09:06
Let's go ahead and say cancel for this,
09:08
and let's explore the insert point.
09:10
Insert point will allow us to manually pick where these edges go,
09:13
once again giving us either simple or exact insertion mode.
09:17
This allows us to add edges to add more detail to certain areas.
09:21
I'm gonna use Control Z to undo that.
09:24
We also have the option to subdivide either a specific phase or an entire model.
09:30
Once again,
09:30
we have exact and simple insertion modes.
09:32
This will allow us to add additional faces once again to add more detail.
09:38
From our modification menu,
09:39
we've also got tools like merging edges,
09:42
welding vertices,
09:43
and bridging.
09:44
Using tools like bridge,
09:46
for example,
09:46
we can double click on this inside edge,
09:49
rotate our model around,
09:51
go to side 2,
09:52
and double click on this edge.
09:54
What this allows us to do is create an internal blended section
09:60
that will connect those two edges together.
10:03
Using the keep creases option,
10:04
we'll ensure that we've got a sharp edge here.
10:07
If you want to add or remove creases,
10:09
you can also use the crease or uncrease tool.
10:12
For example,
10:13
if I want to select uncrease,
10:14
I can double click this edge,
10:16
say OK,
10:17
and now I've got a smooth transition going into this section,
10:21
but a sharp transition on the inside.
10:24
It can be very easy to get overwhelmed with these tools,
10:26
but playing around with them is the best way to learn how they work.
10:30
While talking about edges increasing edges,
10:33
we also have a tool called the Bevel Edge Tool.
10:35
Now the bevel Edge tool can work on sharp or creased corners such as this,
10:40
we can say,
10:40
OK,
10:42
or it can work on edges like this.
10:44
I'm going to right click and say repeat bevel Edge.
10:46
I'm gonna double click here and then go to a bottom view.
10:50
We also have an option to keep creases,
10:52
although if we want to keep the original edges creased or sharp,
10:56
we can do that in our models.
10:57
But oftentimes the bevel is a great way to
10:59
add sharper transitions without having a hard crease.
11:03
There are multiple ways that we can dictate this bevel,
11:06
for example,
11:07
distance from the surrounding edges or relative offset.
11:11
This is going to be a ratio or a percentage away from our current edge.
11:15
We can also dictate the number of segments,
11:17
the spacing,
11:18
and we can include a crown value.
11:21
As we increase the crown value,
11:23
this is going to create a sharper transition,
11:26
creating more of a tighter radius.
11:28
If we decrease the crown value,
11:30
this will create a flatter transition.
11:33
Playing around with these values will have an impact on the final design.
11:37
So again,
11:38
do make sure that you explore them and understand how they work at a very basic level.
11:42
We also want to make sure we identify the utilities.
11:46
We've already talked about our display mode,
11:47
but we also have repair body and make uniform.
11:50
Oftentimes,
11:51
as our designs become complex,
11:53
we have issues with them.
11:54
Things like error stars or T points become a problem on our model
11:59
and prevent us from converting it to a solid or a surface body.
12:02
Using the repair bodies is a great way
12:04
to identify those problems and automatically repair them.
12:08
Another common utility tool is the option to make uniform.
12:13
When we use make uniform,
12:14
this allows us to take a look at the overall model
12:17
and create a more uniform
12:19
distribution of faces.
12:22
As we begin to add more detail,
12:23
we may find that we end up with a lot of edges in certain areas,
12:28
and using the tools like make uniform can be a great
12:31
way for us to turn that into a more uniformed model.
12:35
Once again,
12:36
there are many different free form tools available to us,
12:39
and the best way to learn them is by playing around.
12:42
Remember that once we finish a form,
12:44
any of these bodies that are closed are going to be converted into solid bodies.
12:49
Anything that is open is going to be converted into a surface body.
12:53
So keep in mind that as you're modeling in the freeform workspace,
12:56
if you need a surface downstream,
12:59
Make sure that your design stays open.
13:01
If you need a solid body,
13:03
make sure that your design is closed before finishing the form.
13:06
And if you need to make any modifications,
13:08
you can always double click and go back and edit this feature.
13:11
Even though it is direct modeling,
13:13
it is saved in the timeline and you can go back and make changes at any point.
13:17
For now,
13:18
go ahead and save this design and continue to play around with these freeform tools,
13:22
and once you're done,
13:23
go ahead and move on to the next step.
00:02
Create and modify freeform parts.
00:05
After completing this video,
00:06
you'll be able to
00:07
create form bodies from primitives and sketches,
00:10
use advanced edit form controls for soft modification,
00:13
create or modify edges with form tools,
00:15
modify a form with bridge,
00:17
and repair or smooth a form body.
00:23
In fusion,
00:23
let's begin with the supply dataset,
00:25
Form sample.
00:26
F3D.
00:27
This design contains a couple of sketches and
00:29
we'll explore those in our freeform workspace.
00:33
Freeform modeling can be accessed by selecting create form
00:35
from our solid or from our surface tools.
00:38
Freeform modeling is direct modeling that allows us to
00:41
create complex organic shapes by directly manipulating geometry.
00:46
This can be done by starting with primitive shapes such as boxes and cylinders,
00:50
or by using sketch-based approaches.
00:53
In this case,
00:54
let's start by creating a box.
00:56
The box primitive is one of the more common
00:58
primitives to use when creating a new design.
01:00
We need to select a plane,
01:02
and we need to start by drawing a box.
01:05
Once we do this,
01:06
the box dialogue will appear and we can manipulate the values
01:09
more either using the dialogue's input or the on-screen manipulators.
01:13
We can increase or decrease the number of faces that we have in multiple directions,
01:19
and once we're happy with the results,
01:20
we can select OK.
01:22
Note that once we create a primitive,
01:24
we can't go back to the creation dialogue.
01:27
We'll need to either recreate that primitive
01:28
or manually manipulate it on the screen.
01:31
Let's go to our bodies folder and hide Body one for now.
01:35
Some of the other common primitives used are things like cylinders and quad balls.
01:39
Let's take a look at a cylinder.
01:42
Once again,
01:42
select a plane,
01:43
begin creating a circle,
01:45
and then manipulate it either on the screen or by using the dialogue.
01:49
Most primitives will have a symmetry option.
01:52
Circular primitives will have a circular option,
01:54
while primitives like box will only have a mirror option.
01:58
Let's select OK to create this primitive as well.
02:01
We're going to take a look at modifying primitives in just a moment,
02:04
but let's take a quick look at some of the others.
02:07
Plans and faces are common ways to start complex shapes by
02:10
starting with a small number of faces and adding to them.
02:14
The face tool is great because it allows you
02:16
to snap to reference bodies like scan meshes,
02:19
while the plane tool allows you to simply select a plane
02:22
and start by creating a new blank face.
02:25
Using modification tools,
02:27
we can add to this quickly and easily,
02:28
which we'll take a look at in just a moment.
02:32
As we scroll down in this list,
02:33
you can see that we've got a pipe tool,
02:35
which we'll explore in a moment,
02:37
as well as some of these sketch-based primitives.
02:39
When we use Extrude,
02:40
for example,
02:41
we can select a sketch and begin pulling this up.
02:44
We can increase or decrease the number of faces,
02:47
and keep in mind that
02:48
as we start working with complex shapes like spines or arcs,
02:53
oftentimes the number of faces and the approach,
02:55
whether it's uniform or curvature,
02:57
will have a direct impact on how well that matches your original geometry.
03:02
In the cases of creating forms from sketches,
03:05
keep in mind that it is not a direct match.
03:08
If you have a complex sketch,
03:10
it's oftentimes very common for your freeform model to not match that.
03:15
So if you are looking to create a sketch-based approach,
03:18
there is a modification tool called Match,
03:21
and this is the tool that will allow you to match
03:23
your freeform body to a reference sketch or reference geometry.
03:28
Let's go ahead and take a look in the create menu,
03:30
and note that we've also got things like revolve,
03:32
sweep,
03:33
and loft in here.
03:34
There are a couple of other sketches in here,
03:36
and you can play around with these
03:38
creating some various different types of primitives,
03:40
but let's go ahead and explore the pipe tool.
03:43
Under the Create menu,
03:44
the pipe tool is sort of unique in its own sense.
03:48
It allows us to create freeform models using 3D sketches,
03:51
and the pipe tool will create those in 3D based on our selections.
03:55
While this can be extremely handy,
03:57
there are some things that we need to be aware of.
03:60
As we begin to make more selections,
04:02
the intersections between those become more complex.
04:06
So a simple rectangle,
04:07
for example,
04:08
is pretty straightforward.
04:09
But as we start to add these tapered curves
04:12
or curves going from one corner to another,
04:14
the intersections in the corners start to get more difficult and twisted.
04:19
So there will be a limit to how much you can do with this tool.
04:22
But we can change the display mode to take a look at in smooth,
04:26
and notice that as we have more edges coming together,
04:29
the form starts to get pinched.
04:31
So you may find that you need to reduce the number of edges that you select
04:35
and maybe turn off the chain selection option,
04:37
so that way you can manually select specific entities that you want.
04:41
In this case,
04:42
I want to remove this as an option,
04:44
and maybe add this one here and remove this one,
04:47
and this may be a better freeform option to get started on a new model.
04:52
There are end type options.
04:54
You can determine whether or not your freeform pipe is open,
04:57
if it's squared off or has a spike,
04:59
and we can also directly manipulate how many segments we have,
05:03
and we can even select them and begin manipulating
05:05
them individually by adding or removing those sections.
05:09
In this case,
05:10
let's go ahead and say OK,
05:11
but we're not going to be manipulating or working with this freeform model.
05:15
Let's go back to Bo 2,
05:17
the cylinder.
05:18
Now that we have a couple of freeform models,
05:21
let's go ahead and talk about modifying them.
05:24
There are many modification tools that we have,
05:26
and this can become very overwhelming,
05:28
but there are a few common tools that we will explore.
05:31
First is edit form.
05:33
Edit form allows us to select vertices,
05:36
edges,
05:36
and faces and begin manipulating them directly.
05:40
I'm going to double click the right edge here and
05:42
note that we've got a manipulator on the screen.
05:45
This manipulator by default is called multi.
05:48
This allows us to transform or translate,
05:51
rotate or scale our selection.
05:53
For example,
05:54
if I select this arrow,
05:55
I'm going to begin translating the edge.
05:58
If I select the center point,
05:60
I'm going to begin scaling it.
06:02
And if I select one of these planes,
06:05
I can move in plane and make adjustments there.
06:08
We can also begin adding new edges by holding down the alt key.
06:12
Holding down the alt key allows us to extrude and add a new edge.
06:16
Holding down control and alt at the same time allows us to scale
06:21
or translate adding a new edge with a crease on it.
06:24
This can become very helpful as you begin working with your own models.
06:28
For example,
06:29
we may want to
06:30
hold down control and alt and scale this edge down.
06:35
And then we can right click and select OK to finish our operation.
06:39
So,
06:40
edit form is going to be one of the default tools that we use to create our geometry.
06:44
This is going to also be the default selection at the top of our modify menu.
06:49
Let's go ahead and select a couple of other edges and just play around with this,
06:52
scaling these out
06:54
and noting that we also have a tool called soft modification.
06:58
Soft modification allows us to make adjustments to our selection,
07:02
and we can dictate how much that has an effect on the overall model.
07:06
You can see that as I'm scaling this up and down,
07:09
the rest of the model is moving.
07:11
This edge here is staying still,
07:13
but you can see that there is an influence
07:15
that happens based on the color of these dots.
07:18
We can increase or decrease that based on face count.
07:22
We can also do it based on a specific dimension.
07:26
For example,
07:26
I can say 10 millimeters,
07:29
and if that falls within
07:30
the realm of any of the other selections,
07:32
it'll have that influence.
07:34
As we increase this to say 100 millimeters,
07:37
you can see now it's only going to impact or affect that next set of vertices.
07:42
So playing around with soft modification is a great
07:44
way to preserve the overall shape of your design,
07:47
while allowing it to modify and manipulate some surrounding geometry.
07:52
There are many other options in here,
07:54
for example,
07:55
changing the view of our object to box display,
07:58
our control frame display,
07:60
or back to our smooth display.
08:02
By default,
08:02
our freeform models are box displays,
08:06
and that box display is what's actually controlling
08:08
the tangency in the direction of our curvature.
08:12
But
08:12
oftentimes the final result is going to be our smooth display.
08:16
This is what we want to look at
08:18
to make sure that our final shape is correct.
08:21
You can get to this with some shortcut keys as
08:23
well as from our utility menu under display mode.
08:26
Let's go ahead and say OK for now,
08:28
and let's talk about some other modification tools.
08:31
In some cases we may find that our primitive doesn't have enough edges.
08:35
We can subdivide it,
08:37
we can insert edges,
08:38
or we can insert points.
08:40
Using insert edge allows us to select an edge or edges,
08:43
and then using the insert tool,
08:45
we're able to add a new edge to allow us to make more modifications.
08:49
We can dictate how far that is away from our original selected edge,
08:53
and we can also use either the exact or simple insertion mode.
08:58
Simple will place the edge affecting the overall shape of the design,
09:01
while the exact will determine where that edge can go and keep the original shape.
09:06
Let's go ahead and say cancel for this,
09:08
and let's explore the insert point.
09:10
Insert point will allow us to manually pick where these edges go,
09:13
once again giving us either simple or exact insertion mode.
09:17
This allows us to add edges to add more detail to certain areas.
09:21
I'm gonna use Control Z to undo that.
09:24
We also have the option to subdivide either a specific phase or an entire model.
09:30
Once again,
09:30
we have exact and simple insertion modes.
09:32
This will allow us to add additional faces once again to add more detail.
09:38
From our modification menu,
09:39
we've also got tools like merging edges,
09:42
welding vertices,
09:43
and bridging.
09:44
Using tools like bridge,
09:46
for example,
09:46
we can double click on this inside edge,
09:49
rotate our model around,
09:51
go to side 2,
09:52
and double click on this edge.
09:54
What this allows us to do is create an internal blended section
09:60
that will connect those two edges together.
10:03
Using the keep creases option,
10:04
we'll ensure that we've got a sharp edge here.
10:07
If you want to add or remove creases,
10:09
you can also use the crease or uncrease tool.
10:12
For example,
10:13
if I want to select uncrease,
10:14
I can double click this edge,
10:16
say OK,
10:17
and now I've got a smooth transition going into this section,
10:21
but a sharp transition on the inside.
10:24
It can be very easy to get overwhelmed with these tools,
10:26
but playing around with them is the best way to learn how they work.
10:30
While talking about edges increasing edges,
10:33
we also have a tool called the Bevel Edge Tool.
10:35
Now the bevel Edge tool can work on sharp or creased corners such as this,
10:40
we can say,
10:40
OK,
10:42
or it can work on edges like this.
10:44
I'm going to right click and say repeat bevel Edge.
10:46
I'm gonna double click here and then go to a bottom view.
10:50
We also have an option to keep creases,
10:52
although if we want to keep the original edges creased or sharp,
10:56
we can do that in our models.
10:57
But oftentimes the bevel is a great way to
10:59
add sharper transitions without having a hard crease.
11:03
There are multiple ways that we can dictate this bevel,
11:06
for example,
11:07
distance from the surrounding edges or relative offset.
11:11
This is going to be a ratio or a percentage away from our current edge.
11:15
We can also dictate the number of segments,
11:17
the spacing,
11:18
and we can include a crown value.
11:21
As we increase the crown value,
11:23
this is going to create a sharper transition,
11:26
creating more of a tighter radius.
11:28
If we decrease the crown value,
11:30
this will create a flatter transition.
11:33
Playing around with these values will have an impact on the final design.
11:37
So again,
11:38
do make sure that you explore them and understand how they work at a very basic level.
11:42
We also want to make sure we identify the utilities.
11:46
We've already talked about our display mode,
11:47
but we also have repair body and make uniform.
11:50
Oftentimes,
11:51
as our designs become complex,
11:53
we have issues with them.
11:54
Things like error stars or T points become a problem on our model
11:59
and prevent us from converting it to a solid or a surface body.
12:02
Using the repair bodies is a great way
12:04
to identify those problems and automatically repair them.
12:08
Another common utility tool is the option to make uniform.
12:13
When we use make uniform,
12:14
this allows us to take a look at the overall model
12:17
and create a more uniform
12:19
distribution of faces.
12:22
As we begin to add more detail,
12:23
we may find that we end up with a lot of edges in certain areas,
12:28
and using the tools like make uniform can be a great
12:31
way for us to turn that into a more uniformed model.
12:35
Once again,
12:36
there are many different free form tools available to us,
12:39
and the best way to learn them is by playing around.
12:42
Remember that once we finish a form,
12:44
any of these bodies that are closed are going to be converted into solid bodies.
12:49
Anything that is open is going to be converted into a surface body.
12:53
So keep in mind that as you're modeling in the freeform workspace,
12:56
if you need a surface downstream,
12:59
Make sure that your design stays open.
13:01
If you need a solid body,
13:03
make sure that your design is closed before finishing the form.
13:06
And if you need to make any modifications,
13:08
you can always double click and go back and edit this feature.
13:11
Even though it is direct modeling,
13:13
it is saved in the timeline and you can go back and make changes at any point.
13:17
For now,
13:18
go ahead and save this design and continue to play around with these freeform tools,
13:22
and once you're done,
13:23
go ahead and move on to the next step.