Fusion 360 Webinar: Sculpting Basics & More

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the broadcast is now starting all attendees are in listen-only mode well hello and good afternoon everyone my name is Justin Howie even though it says James Herzing on the meeting here he was kind enough to let us borrow his GoToWebinar account for today so again thank you for joining us for today's fusion 360 webinar on sculpting basics we're gonna give people just a few more minutes to log into the webinar and then we'll get started so just probably bear with us for about maybe about two three minutes and we'll get started Thanks you you you you you you you you you you you you you so for the people that just join are just waiting for a few more minutes for some more people to join and then we'll get started so just bear with this here for another minute and we'll get today's webinar kicked off you you you you you you you you you you you you you you you all right well it looks like we people joined us so we're gonna go ahead and get started so once again if you didn't hear my preamble before my name is Justin Howie not James Herzing like it says in the the title screen there but we are still here to give you guys some sculpting basics and hopefully maybe go into some other areas of sculpting as well so I'm joined today by Jamie Scheer he is one of our fusion 360 experts and he's going to be taking you guys through a few things but we want this session to be you know as helpful as possible for all of you so if you guys have any questions at all you know please you know use the the question box if you want to see something again you have a question I'll be here on the line answering those questions and also a politely interrupting Jamie when something when something comes up and then also at the end we'll also have some time for for you guys to to ask more questions and we're happy to demonstrate as many um many of those questions as we can give it at the time that we have permitted for today so with that I'm gonna pass it over to Jamie to get us started Jamie thanks Justin and good afternoon everyone I'm gonna go ahead and share my screen and again I'm gonna just do a quick introduction so thank you all for spending some time in your afternoon to talk a little bit about sculpting inside a fusion 360 as Justin mentioned my name is Jamie sharer I'm a member of the fusion street team which is a group of designers and engineers inside of Autodesk that focused wholly on helping our new customers like yourselves accelerate the transition to feeling comfortable with Fusion using it in their processes again really whatever that means and and by putting together content and sessions like this today we look forward to hopefully helping you in this case feel more comfortable or maybe expand over into the sculpting environment inside of fusion so I'm going to start off first and foremost by kicking off a poll and this one is pretty straightforward and if you look in your go-to webinar panel you should see a question can you hear me and can you see my screen no right or wrong answers but hopefully it's a yes because I'm really excited to show you guys some of the some of the stuff that we have to talk about today so it looks like I got a lot of yeses I do have one no I'm going to ask the person who answered no to the question to raise your hand inside of the attendees dialog box this way we know that it's you and maybe there's inside of a technical difficulty that we can work out in the meantime yeah now the question is KITT is it that they can't hear you or they can't see your screen that is a better as a better distinction so if you raise your hand or jump inside of the questions panel you should be able to chat with Justin and he can help you figure that out that's the word so I'm going to close that poll and jump over into a second one because again I'm curious you know just to kind of frame this session and please use the question panel if you weren't able to hear or see my screen adjusted I'll hopefully help you figure that out so the second question how proficient are you with sculpting inside of fusion 360 and again no right or wrong answers you might you know you might be an expert you might be better than me and I wouldn't I wouldn't doubt it there's a lot of incredible sculpting and teeth blowing ninjas out there you might be very proficient somewhat maybe you've never tried it before so I see a bunch of different answers it looks like you know most people are maybe somewhat familiar some haven't used it yet and at least one of you feel very comfortable and that's great so hopefully you know for those of you that have just you know dabbled into the environment and certainly for those of you that have never tried it before I'm going to go right through the basics hopefully introduce some tools and some techniques that you can use and for you know the person on the webinar who feels very comfortable again hopefully we'll have some time to answer some of your questions and and expand into some other neat workflows and functionality that you can take advantage of all right I'm going to close that poll and open up our last one before we get underway and the last one just always great to understand what are the software's do you currently use or have you used in the past so RINO alias SolidWorks other which you know might be inventor or other tools out there in the industry t splines and were you a customer of the t-spine functionality that was acquired by autodesk several years ago so I see the polls are rolling in looks like we have you know at least a third SolidWorks users which is fantastic couple people to use RINO my background is using rhino and alias as well and then I see a lot of others other maybe that's pro/engineer maybe it's inventor but either way great to see that there's a you know there's a bunch of different expertise on the call today and with that I'm going to close that poll Justin I'm not sure if you were able to identify the user and and maybe get to the bottom of that is it safe to move forward yeah no I think we're good to move forward so all right awesome so let's jump right over into fusion 360 so again you know what I wanted to do today was just step through workflows and the tools that are used inside of the sculpting environment what you're looking at on the screen right now is the Ember printer from Autodesk and what I wanted to do in a quick example was take you through how we might sculpt a handle for the top part of this assembly so a great example would be you know I've used the fusion 360 and the mechanical tools to build this assembly apply it joints its motion maybe I've done a simulation to test and make sure that you know it won't fail in the field but a great example would be customer feedback says hey I'd love to be able to carry this thing around it's a tabletop 3d printer and I want to be able to move it easily so what I'm going to do is isolate the top part of this assembly and let's go ahead and start to sculpt and use T splines to create the handle so you'll see I have the top assembly open in this model and what I want to do is talk a little bit about how we might set up working in the sculpt environment and first and foremost how do we get there so there were a few people that answered that maybe they've never even seen or used the sculpt environment before and if you look inside a fusion 360 it's not easily apparent so quick hot tip if you want to use the sculpting tools what you need to do is first create a form creating a form will put you into the sculpt environment and now we have access to a whole set of tool that allows for free-formed design modeling inside a fusion 360 so again once I enter into the sculpt environment now again you'll see the sculpt is kind of a subset of the model environment and now I have a collection of tools that allow for quick and easy curvature continuous design shapes so looking through the the tool set really quickly you know I might want to start off with a primitive type shape maybe that's a box or a plane a sphere or a quad ball again another common workflow might be you know quad ball you might use you can see that it's subdivided into four-sided faces where a sphere is I always call this the world's globe right this kind of has a north and south pole with a star point where those the triangles come together on the top and the bottom so again different reasons why you might want to try or access one or the other and I can also start off with a sketch and extrude revolve or sweep a shape and they use that as the basis to use these sub-divisional t-spline workflows what I want to do for this first example is start off with a cylinder but before I do that I'm actually going to import a canvas or an image into this model to give us something to sculpt around so underneath the insert toolset you'll see I can attach a canvas into my model again identifying the face that I want it to lay on and then all I have to do is go ahead and grab my image for the handle grip and we'll take a look in here at what we can do to start to work with it so the manipulator inside of fusion is that the tool that hopefully you're all familiar with that allows us to you know move move and manipulate geometry inside of our unified modeling environment but now I have the ability to rotate resize scale the image that I want to use as the basis for my new handle design a couple other great tips that you'll see here inside of the attached canvas dialog box I have some settings I have some options that'll really help when you're using teeth lines and you're sculpting inside of this environment so first would be opacity by default it's going to come in at you know 100 100% and this might be something where you know you might want to scale it down a little bit it might be you know easier to model around an image that isn't completely opaque and another great tip would be turn on the display through option inside of the sculpt environment and that makes it easy to you know have geometry coexist and be able to see it and pass through the image that you just added to the scene you'll see flip horizontal and vertical again as you know tools that are there to make it easy for you to reorient your image as you're bringing it into your scene all right so I'm going to go ahead and place that image but you know another key tip or you know great workflow that you might want to use is I brought in this image but I have no idea how so when you look inside of the canvas folder inside of fusion interface I can easily go ahead and calibrate this canvas making it a known distance you know I might know that this should be a hundred millimeters for the handle that I'm working on and you can see it's very easy for me to go ahead and build that to scale so that now we can go ahead and start sculpting our handle all right so as promised let's go ahead and use the cylinder tool to place a t-spline primitive in this model you'll see when I insert when I insert the cylinder it automatically gives me a new tee spline body which I can push pull subdivide and work with the properties dialog box on the right hand side is where I might you know easily key in that you know there's a known size that I want this handle to be I also know that it should be 50 millimeters because I'm making half of that hundred millimeter handle grip that we place in there before and I can also look at things like how many faces I'm using to subdivide the cylinder so again you'll see all of that information right here on the indy dialog box to your right alright now that I've placed my cylinder in this model again sticking to the basics let's talk a little bit about what we can do how we can manipulate a t-spline model inside of the sculpt environment so there's three different ways or objects if you will that we can manipulate inside of the sculpt environment we can added a face we can edit a ledge or we can edit a vertice and all three of those will give you different results the way that we most commonly will make edits to edges faces and vertices is by using the edit form commands you'll find that right inside of your right-click menu at the two o'clock position or you'll also see that in modify drop down edit form and it's also the top button right on top of the mod menu so again this is one that you'll get really used to using inside a fusion so eventually you'll be used to just doing a right click and dragging up to the two o'clock to grab edit form alright so I mentioned that we can edit faces edges and vertices let's talk about what we can do to faces edges and vertices so if we look in at this face that I'm editing the all familiar triad or manipulator is transparent for me when I'm in the sculpt environment and there's three things that I can do to an edge face or a vertice I can translate it right so think move it by position and you'll see the arrows represent x y&z moving them right along one of those accesses I can also use the inner rectangles that you'll see here to move that kind of planar to you know an origin plane X Y Z etc so again you'll see it's easy for me to go ahead and make those manipulations the next thing that I can do is edit an edge and we'll go back to where I started I can edit an edge face or vertice by scaling it so you know great example from the inside of the manipulator is dragging on the inner dot that you'll see there we'll do a uniform scale and we'll scale my new t-spline body uniformly I can also use the edges or the corners to scale in you know the X Direction y direction Z direction as well so again those scales are there you know Jamie just as similar yeah there's just a quick question that came through and I wanted to do before you got too far along there make the course that came through was how did you actually isolate down to just this object that you're working on inside that assembly so I if I understand the question let me let me clarify that are we looking at how how did I isolate just to work on this sculpt body or how did I isolate to work just on the edge that might be it yeah so for the sub-assembly itself so it looks like you you're coming that tough top cabinets of asunder oh great yes Thanks so if I jump back to the top level assembly all they did was find the top level assembly in my browser and I didn't open on it and I apologize I did that kind of before we we excuse-me started our session but it was simple just an open on that sub assembly which led me into this kind of isolated top assembly yeah perfect things you got it so sorry about that I did skip a step bye-bye already having a couple file open all right so the last thing that I wanted to talk about in terms of manipulation would be rotation so I talked about translation right push pull in you know you need direction or you can move about a plane I talked about scale and then if you look at the little circles on the outside of the triad I always call them the electrons because they look like you know they're flying around the outside of my manipulator that lets me rotate my t-spline body so again by dragging on any one of those you can see I can twist to rotate the face edge or vertice around my model all right let's get back to the beginning shape that I had here and we'll continue talking a little bit about how to manipulate and in this case how to subdivide our t-spline bodies so if I look at this T spline from the side you'll notice I might not have enough control to to make the handle grips on the bottom right if I were to pull and use that as form you'll see I don't have enough faces to add in the grips so what I'm going to do is inside of the modify menu use insert edge an insert edge is a quick and easy way for me to select on a in edge and then you'll see I can subdivide the the adjacent faces by inserting these edges I can easily kind of push and pull and define where those edges should be located you'll notice I can insert an edge to one side where the other and I can also do it in to a specific location but I want to split this up on both sides so now I have better control over making the handle grips on the bottom of my of my handle so again as I'm in edit form you can see it's easy for me to push and pull and manipulate all of these edges to to match the shape of the handle that I'm going for one really cool little sidebar you've heard me and you know we talked a little bit early on about T splines and here's the reason why you know that technology is called T splines you'll see when I divided that face it actually created a T a subdivision on the surface faces and again that's a very unique algorithm it was an acquisition that Autodesk made several years ago that allows us inside of this environment to not only manipulate and sculpt these curvature continuous faces but we can calculate and even figure out subdivisions that enter into a T as opposed to them always having to be you know one-to-one and continuous around my model so a quick sidebar and important for you to see that you know I can go from two phases to one very easily because of that technology all right let's move right along so the next thing that I want to do is talk about symmetry so in the scope dialogue or sorry toolbar you'll see that I have a couple options to create symmetry on my model symmetry is perfect in an example like this handle grip where it's symmetrical right one side probably should be exactly the same as the other and who would want to spend an extra amount of time making a manipulation to one side and then having to try to duplicate it to the other it's just too time consuming and not going to yield the results that you're looking for so the way that we do that is by applying symmetry so if I go ahead and grab mirror symmetry for my t spline body I can go ahead and indicate that you know the front side should be symmetrical with the back side and oops I'm have to actually do a click undo here and then we'll add that back in let me try that again if I add my symmetry there we go you'll see that now indicated by that green line the front edge is symmetrical with the back edge so again any change that I make to the front faces will propagate to the back faces as well I can add more symmetry if I choose maybe I want you know left and right to be symmetrical with one another so in that example if I were to edit this edge you'll see all four corners should update at the same time so again really important when it comes to again modeling inside of the sculpt environment would be you know making sure we apply symmetry in the instances where it makes sense we can always remove symmetry and you'll certainly enter into parts of your workflow where you know you might want to remove it based on you know it no longer being necessary and you can do that through the same pulldown and that's like a CH let's just back up to where we were you'll see it's easy to go ahead and say clear symmetry which will remove it by selecting your body and again it's just as easy to go ahead and add that symmetry back on ok so what we're talking about symmetry the next thing I want to do is use symmetry in this case mirror symmetry to duplicate the other half of this handle so again using the same workflow I'm going to go ahead and select my t-spline body select a plane again this could be a work plane an Origin plane that you want to mirror it about and you'll see that first the sculpt environment did an awesome job at giving me the other half of the handle but more importantly if you look at the midsection here it also healed the transition between those faces so again it's maintaining that curvature continuity and again that option is right here in the dialog box called weld and that would give me the the option to make them not continuous right now these two edges are not stuck they're not welded to one another but in this case that's absolutely what I want to do all right so I'm gonna go ahead and maybe add a little bit more curvature here now the next thing I want to do is spend a minute talking about different types or control that we have inside of the scoped environment so we're going to go ahead and fly on the top out here okay maybe sir ergonomic reasons I want to have a nice flat part for your for the hand to rest on but again since we're in the scoped environment this is perfect for creating concepts and why not go ahead and you know copy and paste to make a couple different examples easily accessible so that you know we can look at a few different grip options or you know design iterations right inside of the sculpt environment so I did that purposely so that I can show you one toolset inside of the sculpt environment called soft modification and the way that that works is you'll see if I edit that face and I'll go ahead and pull it up you know ten millimeters you'll see that when using the Edit form tool inside of the sculpt environment my subsequent and connected faces are affected right that's the way that fusion is going to go ahead and maintain curvature continuity but I have some control over how I make those effects to my model so in this case I'm going to go ahead and grab this edge and I'll go ahead and pull that you know maybe 20 millimeters and you can see the difference between pulling on an edge versus a face in the way that the fall-off happens across all the adjacent faces and edges and then I'm going to make the same edit here and I want to show you again a tool over in the Edit form dialog box called soft modification and soft modification now gives us the ability to tweak and control the way that those edits are affecting the other bodies the other faces inside of the model so if I go ahead and pull this 20 millimeters just like I did the other side you can see that I have a little bit of a different fall-off on those faces and I can control that very easily by using the radius option here in in fusion so again I'll go ahead and pull that and you can see some of those changes I can also change the fall-off type so do I want that fall-off to be you know a very distinct linear fall-off right it's going to you know fall off exactly the same across the surfaces this was a smooth option which kind of gave me that you know ramp up and ramp down I can also do a spherical one which you'll see you know it's kind of editing and pulling on that handle in a spherical nature right you can see that it's kind of maintaining a circular gradient in the fall-off so again that's called frost modification and just another great way to make sure that you're creating the right shape the shape that you want for your designs so now that I we drove into that a little bit I kind of like where we are so far so now I'm going to go ahead and talk about you know how we would take this T spline model and start to join it with you know the existing assembly and one way that I might do that is by using the convert tools inside of the sculpt environment so if I go ahead with our question I guess not I thought I heard I thought that might have been you Justin all right great so no questions in the modify in the modify pulldown I'm going to go ahead and use convert and what convert allows me to do is grab a solid face another t-spline body or a mesh body and bring them into my sculpt environment and turn them into a t spine and then I can use that to transition or you know to design with the bodies that I'm working on so what I want to do is by using the e-rep face option which would be pulling a solid over into the sculpting environment I'm going to go ahead and turn the top face of my my slider at the bottom of my handle how it attaches to that channel aluminum and I'm going to convert that into a t-spline so now you'll be able to see how I can really make transition between my solid geometry and my t-spline geometry so the next thing that I want to show you is and one of my favorite things to do actually I mean that's the freedom of being able to just delete a face so all they have to do is make a selection I hit the Delete key and you'll see that fusion not only removes those faces but it automatically will heal the geometry and in this case it gives me a nice edge which I can use to manipulate and add some information into my model now I just remember something that I forgot to show you before and I don't want to go any further and that is selection techniques inside of the sculpt environments so you might have been noticing as I was using the sculpt environment almost unconsciously I was doing some some little tips or shortcuts to make selections inside of sculpt so what I can do is very easily if I were to double click right if I click on a face left click of course it makes a selection on the face if I double click it selects an entire body which is a great way to make sure that I can grab you know an entire body if I want to make an edit to it scale it move it etc another great tip would be to select an entire edge so you'll see just as I mentioned one click on an edge would give me you know any individual edge but I can also double click on an edge and now I can select an edge loop which will give me a continuous edge loop inside of those the t-spline environment again that's just a simple double click and you'll see it'll grab an entire loop in that case there's not a loop but again this is a great tip for making selections and the last one that I'll show you is to make a a selection of continuous faces so the way that I would do that is by clicking one face let's say I wanted to select this entire row of faces here and maybe not a great example because there's only four not really that hard to make for selection but what if that went you know for you know 10 20 30 cases around a very complex object all they have to do is make one selection hold shift and double click the next one and it'll click it'll select the entire row again the same way click shift double click it'll grab the entire loop and you'll see it over here as well click shift double click that'll grab you know the entire row so again another great way to make easy selections when you're manipulating T splines all right back to back to the really cool stuff so now as I deleted those faces you'll see fusion healed that T spline for me so now I'll double click that face and I'm going to make a couple edits to this one of which is my favorite little hot tip that everyone should know so first again if I use edit form I can manipulate that edge right pull it up maybe I want to add some you know some shape or some puff to the bottom of my handle but now while in edit form right I'm not leaving the Edit form dialog box or command if I hold alt and drag on the manipulator it'll add a TSP face and I can just continue while holding off to click drag click drag click drag and add in this case you know 1 2 3 4 5 6 7 faces so that's a really awesome way to be able to add geometry add faces as you're sculpting through fusion 360 time a lot we'll show you another example of a t-spline body that I created where I did quite a bit of that which hopefully will help alright so I'm going to make this selection I'm going to go ahead and scale a uniformly in just a little bit so maybe it makes a better transition something I like alright and now for my favorite the bridge command so again in the modified pulldown you'll see about halfway down a tool called bridge and bridge is going to automatically create T spline segments or faces between two edges or faces so it is literally that simple too to make this transition all I have to do is select one edge double click to select the other edge loop and you'll see that fusion is automatically making that bridge for me and now I can go ahead and maybe define how many phases I would like in there you'll see making it three gives me a little bit more control if I want to scale it and I'm going to go ahead and say okay and infusion automatically made that transition for me it also gave me a quick warning and told me that symmetry was removed which certainly I can add back in in this case if I want to maintain symmetry between the front and the back of my handle alright so the last edits that I'll make here before we transition and try to make this a solid body is maybe I'll make a quick scale I want to you know make that transition a little bit a little bit smoother I can always grab this edge loop you know maybe I'll move it up a little bit which will make that transition you know to being a smaller shape much smoother all right awesome I really like this kind of shape that I made so far and what I'm gonna do now is go ahead and say finish form which is going to put me out of the sculpt environment and back model environment so now that I'm back in the model environment let's talk about what I've created you'll see if I look inside of the bodies folder inside the fusion joints of bodies I have two different bodies I have a solid here that you know traditional parametric solid shape that I already had created and now I have a surface body so that T sparring body automatically went once I finish out of the sculpt environment becomes a NURBS surface if I don't make it you know a watertight solid in which case it would go ahead and turn it into a solid for me but I didn't really want to spend the time to you know try to make this watertight I really want to focus on turning this with the base into one continuous solid and the tool that I'm going to use to do that is going to be the boundary fill tool now boundary fill basically looks at geometry solids surface says work planes and tries to find a watertight solid and then it'll turn that solid well it'll turn that watertight void into a solid body and I'll show you how that works so if I use boundary fill now all I have to do is make my selection I have a solid body I have a surface body and I'm going to use this work plane that cuts right through the middle of my open surface which we'll go ahead and find that right there is a watertight solid now I have the option to go ahead and pick the the watertight selections that that fusions found say okay and it'll turn that automatically I'll turn off my other objects into one continuous solid this is a really awesome workflow when it comes to you know again transitioning from surface bodies into solids again you'll see if I cut through that here's a continuous solid shape that I was able to create using T splines the last two things that I'll do is maybe mirror this shape I want to mirror it about the middle and I'll go ahead and do a combine to do a quick boolean join and turn that into one continuous surface body alright so it's about 40 minutes past the hour and I'm going to pause there and again open up the webinar for any questions Justin I don't know if any have come in that you want me to touch on quickly if not I'll also jump over and and talk through another quick example you know it's actually been a little bit quiet on the question side so we just had the one that came through earlier yeah guys if you have any questions feel free to type them into the chat box there and we'll see we can user for you alright so if there's no questions at the moment I also want to show you if you look at the in the handout section of the GoToWebinar panel there's a little word document which has a link in it that will automatically download and open this quick example so that you can try the bridge command if it's something you've never tried before if you just go ahead and hit that open example in Fusion again hopefully you're sitting somewhere or you will be later in front of fusion 360 that will go ahead and download and open the the ember handle right about where I did the bridge before so again if you want to try that out please give it a shot you know your feel free to try it now or you know as soon as we're done with the webinar it's a lot of fun to work with this you know cool bridge command as well as the sculpt environment so you should be able to just edit the form and then just as I showed you go ahead and try out bridge by modify selecting your two edges and have fun sculpting so happy T splines everybody and again hopefully hopefully you can download that pull it right from the the handout section so it looks like we got a couple questions that came through or we got a question that came through um let's see here um do you have a do you have another you said you had another example you were gonna kind of show here why don't we when we go through that and see if this answers that okay perfect so this is another quick well this was not a quick example but I wanted to hopefully can show a little bit more of a complex or a more complex example and talk a bit about you know some of the techniques that I use to sculpt on this body so again this is a a reciprocating saw that you'll see inside a fusion and the basis for the outer housing of this model was a teeth born body so if I jump back in the timeline all the way back to that form again I can jump back in time and now edit the original t-spline shape so you'll see here's that T spline that was created in this case it was created with open end and an open bottom which I used the patch environment to create some quick surfaces and then turn it into a solid later but what I wanted to do is just show you quickly some of the techniques that I used to create primarily this area of the model right basically the handle into the the flat part of my saw where you see the vents right right there so again I'm going to grab this t-spline body we're going to move it out of the way and just make some quick changes here so that we we have a little bit of a better palate to work in so all right now that I have again just something to sculpt around and again this might be you know this could be an image like I showed you before but in this case I'm going to go ahead and use you know the old body as a sculptural shape but in this case what I want to do is start off with a face so rather than starting with a a primitive right which is a great workflow depending on you know the results that I'm looking for I'm going to simply go ahead and just start with one you know simple face which I'll continue to kind of sculpt and add in the the geometry that I'm looking for so again I just went in there and created a teeth blowing face I'm going to move it may be closer to location and now I'm going to use that face to continue to add all of the surrounding geometry so using the technique that I showed you before if I were to click on this edge use edit form and while holding the alt modifier I'm going to go ahead and add faces so you'll see as I hold alt I can click and drag click and drag and continue to add more and more geometry into my model so here's a pretty quick and easy way that I went ahead and created some of my some of my faces maybe I want to edit this make this a little bit tighter or make that transition a little bit smaller and the next thing I want to do is start to add some geometry to the bottom so first I'll go ahead and grab this edge maybe I'll move it up a little bit and again while looking to select the entire edge I'm going to hold off and add the transition and I'm also going to prep this face over here to make my transition into the handle so you'll see I just kind of moved the vertice over towards you know the middle of my part so that I can now start to make my handle and then the transition between the two all right so we've got about hopefully ten minutes left now let's talk about making the handle and then the transition so I'm going to go ahead and grab a cylinder just as we did before this seems like a perfect use case to to create a cylinder so I'll go ahead and you know create a shape I'll drag it out you know any distance for the moment and then I'll use just the Edit form button to move this into an appropriate location you can see I was a little bit off on the size of my the size of my handle there no problem I can very easily resize that by using the scale modifier all right now the last thing that I want to do again after you know maybe moving this over just a hair into location and I'm also going to delete I'm going a little bit fast and I apologize but I want to be able to hopefully show you guys how to make this transition I'm going to go ahead and delete the the side of this t-spline window select probably would have been a great option but again I'm working with half I'll mirror it later so I'm going to go ahead and grab that handle or grab that that half cylinder for now alright so now what I'm going to do is again grab these two bottom faces down here and using really the same you know one or two techniques that I talked about earlier I'm going to go ahead do an edit form add a face again you'll see that those faces are coming out for me a little bit you know not in the right location but it's easy for me to grab edges faces and vertices to you know start to make that that transition easier maybe I will again grab this edge move it back a little bit to a position that looks close I'm also going to grab this edge and the last thing I want to do is subdivide this space so that I have you know two faces that are going to merge into two phases over here let me grab a drink of water all right here we go so the way that I want to do that is using insert edge I showed you where that was before but I also wanted to show you a quick hot tip infusion and that's using the the s key so if you press s you know shortcut key inside of fusion that will based on the environment that you're in give you a command prompt to find a tool so if I was looking for insert edge I can type it in and find it and any tool that I like that I use often I can go ahead and add it to my toolbox so again as I get really comfortable and I start using these tools I press the S key I grabbed insert edge and it's always there ready for me to be used all right so now that I made that transition I'm going to go ahead and again use the bridge tool grab oops let me try that again I'm going to go ahead and grab bridge and bridge these one two faces into these one two faces and I'll do that with you know kind of one transition between the two and say okay and now I've started to make that transition between my my two bodies so now again I really haven't used any other tools than we've talked about so far but just kind of putting those techniques together it becomes a lot easier for me to you know start to match and manipulate the shape so again edit form I'm going to pull this down a little bit and then maybe what I want to do is grab my entire edge loop again while holding all I'm going to go ahead and drag in another body here for the transition or I should say another set of faces for the transition and again I'll just grab and sculpt on some of these vertices to make them better match the the shape that I was looking for all right so we've got about ten minutes left and I can continue to kind of sculpt and tweak and work on this literally all day if I felt like it but I also wanted to pause and open it back up Justin you said there was a question then maybe hopefully I captured in that little segment but again I'm going to turn it back over to the group and see if there's anything else I can help but yeah it looks like uh no other questions have come up and then answered some of the other ones that have come across so I'll give you know we got last you know kind of ten minutes here you know if there's anything else that specific you want to see we are here and available yeah and if not there's probably there's a couple more tools that I can show that we haven't touched on yet but I just want to make sure that we capture everything and anything that that the group is looking for yeah and I'll mention this as well you know I do I am recording the webinar as well and the files are available in the handout so if you want to run through the stuff again on your own or you want to pass it off to a colleague you'll be able to I'll be sharing out the recording probably later today if not first thing in the morning if for some reason it takes a while to to get it encoded so all right so last little transition I'll make here doesn't sound like we have any specific requests or questions so again I'll just come in here make a transition which actually jumped me right into one of the things that I wanted to show you guys so two last little tool that I that I'll show you quickly people often ask you know what if I want a hard edge you know a theoretical sharp work as a feature line that I want to accentuate or maintain as a as a sharp very simple way to do it pretty obvious command but if you pull down underneath modify you can crease any edge so maybe the example is in here I want to I want this to be a hard edge I want this to be a sharp that runs down the side of my shape now you'll see it automatically removed that that transition the curvature transition between the two and gave me a sharp which I can now again continue to modify using the the the Edit form and the t-spline tools another really handy tool set is I should say kind of sculpting mode if you look under performance there's a couple different display modes that are available so I've been working the whole time in smooth mode smooth mode is all three as a hotkey but box mode which is all one is a great way to also sculpt now you might look at this and you know of course smooth mode looks fantastic and beautiful but this is a really awesome way to work inside of the sculpt environment and and have a better idea you know once we flatten out these faces how my transitions are how am I you know my network of faces are kind of flowing from one to another you know do I have any points where you know maybe my like right here as an example you know have kind of an exaggerated sharp maybe I want to flare that in a little better so again this is a great way to transition simple hotkeys is alt one and all three to jump back and forth between the two the two options all right there's one or two more quick quick ones that I'll share with the group again since it doesn't seem like there's any other questions and I'm just going to add maybe some more faces here as we start to make that turn and I'll say okay so another really helpful tool which again great great to know is there is the freeze command now freeze does exactly what hopefully you think it does it freezes geometry it makes sure that if I really like the way that you know this transition is for example or maybe part of Handel is a better example I don't want this face to move anymore I can go ahead and freeze it and then something happens you'll notice that when I select and make that face frozen I'll say okay it's highlighted by kind of a brighter bolder edge which means that that edge is frozen and then all of the edges that touch it right going back to what we talked about before all of the edges that touch it are what I'll call half frozen and the reason being is these edges the arms are these spaces can be manipulated by editing another face so the example would be if I were to pull on this face this edge or this face can be manipulated but I can't manipulate this face directly because moving that face would make edits to the frozen face so again keep that in mind it's a really nice way to preserve certain areas once maybe you get them how you want you don't want to accidentally or manipulate them without realizing it all right we got about six minutes left quick time check again I'm going to turn it over to the meeting and Justin you as well if there was anything else that you'd like me to cover again otherwise you know I can show off a couple more tooltips or we can always give everyone back a few minutes in their day well you know no other questions there were a couple came in that I was able to answer with the chat so I think we're good right you know I think I think we could probably wrap it up we're about it you know we're about at the top of the hour so give the people the last couple minutes back to their day and guys if you have any questions you know feel free to reach out over email you guys have got our email address as part of the webinar so feel free to reply there or you know head to the forums there's always people there to answer your question we try to answer stuff as fast as we can and other than that you know thanks guys for ginger in the webinar feel free to join some of the other ones we've got they're all on the calendar on the fusion website and thanks again for joining us thanks everyone thanks Justin these guys oops sue sue you
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Channel: Autodesk Fusion 360
Views: 21,191
Rating: undefined out of 5
Keywords: fusion 360, autodesk, design, engineering, mechanical design, mechanical engineering, industrial design, product design, software, CAD, CAD software, Computer Aided Design, Modeling, Rendering, 3D software, Autodesk fusion 360, cloud based CAD, CAD in the cloud, cloud, Free CAD, Free CAD Software, Autodesk CAD, cloud manufacturing, free CAD program, 3D CAD solution
Id: oDrW7b9KvzY
Channel Id: undefined
Length: 55min 32sec (3332 seconds)
Published: Thu Mar 24 2016
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