• Fusion

Basics of T-splines and the Sculpt workspace

A basic overview of the Sculpt workspace and the basics of T-splines, including the three parts of a T-spline and the three ways to edit them.


Tutorial resources

These downloadable resources will be used to complete this tutorial:


00:03

As a designer,

00:05

I might want to start by importing an image or a sketch as an underlay for my design

00:11

in the ribbon toolbar,

00:12

you'll find the attached canvas tool as an easy way to import a concept sketch

00:19

in the attached canvas tool.

00:20

I simply need to select a work plane to attach the image to

00:25

and then browse for the image I want to import.

00:34

Next, I have several options to manipulate the size and settings of the image.

00:39

I can use the handles to scale and move the image around my scene

00:44

and use the canvas opacity setting to make the object more or less transparent.

00:51

I prefer the image to be semitransparent in the background. When I design

00:56

another setting that is helpful is display through

00:60

display through allows you to see the canvas

01:03

through 3d objects in your design space.

01:06

If you look at the vents in the sketch,

01:08

you'll see the difference with display through on and off.

01:13

Now notice in the browser when I attach a canvas,

01:16

there is a new folder in the browser for canvases.

01:20

This will be the place that I can easily control the visibility of my canvases.

01:24

Later,

01:26

if you right click on the attached canvas,

01:29

you'll see two options.

01:31

You can edit the canvas

01:33

which will open up the dialogue box and settings that we just looked at

01:37

and you can calibrate the canvas which will allow

01:40

you to scale the image proportionally with known dimensions.

01:50

Now it's time to start capturing the form language of the reciprocating saw concept

01:56

to do so. I'm going to enter into the sculpt workspace

02:00

to enter into the sculpt workspace.

02:02

First, you need to select create form from the create section of the model toolbar,

02:08

create form will change the user interface and allow

02:11

you to start sculpting with sub divisional modeling tools

02:17

in the Sculpt workspace.

02:18

There are several ways that I can create T spline geometry to design with

02:24

at the top.

02:25

You'll see several primitive shapes to create geometry or you can

02:29

start with sketch profiles and extrude revolve sweep or loft into t

02:34

blind surfaces.

02:37

I want to start to sculpt the handle of the Reciprocating saw.

02:41

I'll select cylinder to begin

02:46

when I create a primitive. First, I need to select a work plane

02:50

that I want to create the geometry on

02:52

and next select the origin point of the cylinder

02:55

and drag or enter the diameter to set the dimension.

03:02

Next,

03:03

I would need to define the length

03:05

and the amount of sub divisional phases that will represent the geometry.

03:10

A best practice here is to start with a minimal amount of faces you'll

03:15

be adding more later as you start to add more detail into your surfaces.

03:19

And it's easier to capture the overall form with less faces.

03:26

Once I've defined my cylinder,

03:28

I'm going to use the edit form tool to move, rotate and manipulate the surface.

03:35

You'll find the edit form tool in the right click marking menu

03:40

as well as at the top of the modify menu in the toolbar.

03:45

I'll use the manipulator to move and rotate

03:48

the cylinder to the location of the handle.

03:50

In my concept sketch,

03:53

the edit form tool is one of the most powerful tools

03:56

in the sculpt environment as it allows you to translate,

03:59

rotate and scale all of the geometry in the sculpt workspace.

04:05

Now it's time to start manipulating this cylinder

04:08

in the sculpt workspace.

04:09

There are three types of geometry and there are

04:12

three basic ways that we can edit that geometry.

04:16

There are faces,

04:18

edges

04:19

and vertices

04:21

and we can

04:22

translate,

04:26

rotate

04:30

and scale

04:32

those faces, edges and vertices.

04:36

I can choose to make changes to each type of geometry individually or

04:40

in conjunction with other types of geometry depending on the desired result.

04:46

This all comes together as I start to move the faces and

04:49

edges of the cylinder to align with the concept we are creating.

Video transcript

00:03

As a designer,

00:05

I might want to start by importing an image or a sketch as an underlay for my design

00:11

in the ribbon toolbar,

00:12

you'll find the attached canvas tool as an easy way to import a concept sketch

00:19

in the attached canvas tool.

00:20

I simply need to select a work plane to attach the image to

00:25

and then browse for the image I want to import.

00:34

Next, I have several options to manipulate the size and settings of the image.

00:39

I can use the handles to scale and move the image around my scene

00:44

and use the canvas opacity setting to make the object more or less transparent.

00:51

I prefer the image to be semitransparent in the background. When I design

00:56

another setting that is helpful is display through

00:60

display through allows you to see the canvas

01:03

through 3d objects in your design space.

01:06

If you look at the vents in the sketch,

01:08

you'll see the difference with display through on and off.

01:13

Now notice in the browser when I attach a canvas,

01:16

there is a new folder in the browser for canvases.

01:20

This will be the place that I can easily control the visibility of my canvases.

01:24

Later,

01:26

if you right click on the attached canvas,

01:29

you'll see two options.

01:31

You can edit the canvas

01:33

which will open up the dialogue box and settings that we just looked at

01:37

and you can calibrate the canvas which will allow

01:40

you to scale the image proportionally with known dimensions.

01:50

Now it's time to start capturing the form language of the reciprocating saw concept

01:56

to do so. I'm going to enter into the sculpt workspace

02:00

to enter into the sculpt workspace.

02:02

First, you need to select create form from the create section of the model toolbar,

02:08

create form will change the user interface and allow

02:11

you to start sculpting with sub divisional modeling tools

02:17

in the Sculpt workspace.

02:18

There are several ways that I can create T spline geometry to design with

02:24

at the top.

02:25

You'll see several primitive shapes to create geometry or you can

02:29

start with sketch profiles and extrude revolve sweep or loft into t

02:34

blind surfaces.

02:37

I want to start to sculpt the handle of the Reciprocating saw.

02:41

I'll select cylinder to begin

02:46

when I create a primitive. First, I need to select a work plane

02:50

that I want to create the geometry on

02:52

and next select the origin point of the cylinder

02:55

and drag or enter the diameter to set the dimension.

03:02

Next,

03:03

I would need to define the length

03:05

and the amount of sub divisional phases that will represent the geometry.

03:10

A best practice here is to start with a minimal amount of faces you'll

03:15

be adding more later as you start to add more detail into your surfaces.

03:19

And it's easier to capture the overall form with less faces.

03:26

Once I've defined my cylinder,

03:28

I'm going to use the edit form tool to move, rotate and manipulate the surface.

03:35

You'll find the edit form tool in the right click marking menu

03:40

as well as at the top of the modify menu in the toolbar.

03:45

I'll use the manipulator to move and rotate

03:48

the cylinder to the location of the handle.

03:50

In my concept sketch,

03:53

the edit form tool is one of the most powerful tools

03:56

in the sculpt environment as it allows you to translate,

03:59

rotate and scale all of the geometry in the sculpt workspace.

04:05

Now it's time to start manipulating this cylinder

04:08

in the sculpt workspace.

04:09

There are three types of geometry and there are

04:12

three basic ways that we can edit that geometry.

04:16

There are faces,

04:18

edges

04:19

and vertices

04:21

and we can

04:22

translate,

04:26

rotate

04:30

and scale

04:32

those faces, edges and vertices.

04:36

I can choose to make changes to each type of geometry individually or

04:40

in conjunction with other types of geometry depending on the desired result.

04:46

This all comes together as I start to move the faces and

04:49

edges of the cylinder to align with the concept we are creating.

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