Create and modify freeform parts

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.

Video 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.

After completing this lesson, you will be able to:

  • Create form bodies from a primitive.
  • Create form bodies from a sketch.
  • Use advanced edit form controls for soft modification.
  • Create or modify edges with form tools.
  • Modify a form with bridge.
  • Repair or smooth a form body.

Video quiz

Which of the following is an indicator of a creased edge on a form body?

(Select one)
Select an answer

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