drh2.img.digitalriver.comdrh2.img.digitalriver.com/drhm/storefront/company/... · 1 chapter 1 3d...

128
1 Chapter 1 3D ModelingChapter1: The lessons covered in this chapter familiarize you with 3D modeling and how you view your designs as you create them. You also learn the coordinate system and how you can use it to help you create 3D designs. Creating 3D models of your designs helps you to refine your ideas because you can visualize the relationship of design components. This same visualization of 3D models also helps you communicate the design idea to others. Because of the need to communicate ideas to others, every design discipline can use 3D modeling at some point in the design process. The lessons in this chapter teach you the methods, commands, and options for creating 3D models. Methods covered include creating your designs with predefined shapes, using cross-sectional geometry you create, and combining models to create a new single model. Objectives After completing this chapter, you will be able to: Explain the differences in 3D model types and how you view and display the models. Create solid models from primitive shapes. Create surface and solid models from 2D profile geometry. Create a composite solid by joining, subtracting, and intersecting solid models. Describe the 3D coordinate system, and how to define a custom coordinate system, control the display of the coordinate system icon, and how to acquire a point in 3D space. Sample Chapter Autodesk® Intellectual Property Not Valid for Sale or Resale

Upload: others

Post on 25-Aug-2020

0 views

Category:

Documents


0 download

TRANSCRIPT

Page 1: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

1

Chapter

1

3D ModelingChapter 1:

The lessons covered in this chapter familiarize you with 3D modeling and how you view your designs as you create them. You also learn the coordinate system and how you can use it to help you create 3D designs.

Creating 3D models of your designs helps you to refine your ideas because you can visualize the relationship of design components. This same visualization of 3D models also helps you communicate the design idea to others. Because of the need to communicate ideas to others, every design discipline can use 3D modeling at some point in the design process.

The lessons in this chapter teach you the methods, commands, and options for creating 3D models. Methods covered include creating your designs with predefined shapes, using cross-sectional geometry you create, and combining models to create a new single model.

Objectives

After completing this chapter, you will be able to:

■ Explain the differences in 3D model types and how you view and display the models.■ Create solid models from primitive shapes.■ Create surface and solid models from 2D profile geometry.■ Create a composite solid by joining, subtracting, and intersecting solid models.■ Describe the 3D coordinate system, and how to define a custom coordinate system, control

the display of the coordinate system icon, and how to acquire a point in 3D space.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 2: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

2 ■ Chapter 1: 3D Modeling

Lesson: Introduction to 3D

Overview

This lesson introduces you to 3D modeling. It starts with an explanation of the types of 3D models you can create and how you can change your viewing direction in 3D space to look at your designs from different directions. It then explains a few of the commands that you can use to change your viewing direction, change the representation display of your models, and change the number of viewports and associated displays within the drawing area.

The reason you create a design is to validate a concept and to communicate it to others. By creating your design as a 3D model, you are able to do both of these with a lot more clarity.

In the following illustration, the drawing window is split into four equal viewports so the building and site can be viewed in different directions. Each of the views is also set up to display the geometry slightly differently based on the designer’s needs.

Objectives

After completing this lesson, you will be able to:

■ Describe the types of 3D models and their benefits.■ Explain the different ways you can view 3D models.■ Change the display of the models by changing the active visual style.■ Describe the ViewCube and its options.■ Activate and use the ViewCube to navigate in a 3D environment.■ View your model using Constrained Orbit.■ Set and adjust model space viewports.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 3: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Introduction to 3D ■ 3

Types of 3D Models

In this section of the lesson, you learn about the different types of 3D models you can create to represent your designs. While learning the differences between the types of models you can create, you will also learn the benefits of 3D modeling. With the ability to identify the types of models and their benefits, you will be able to select the proper model type to create based on your criteria and design requirements.

In the following illustration, the same floor plan is shown as a wireframe, a surface, and a solid model.

Definition of 3D Model Types

A primary benefit of 3D is the ability to visualize the design. By creating a 3D model, you can actually see how the different aspects come together. You can then use the 3D model to do a more effective job of communicating your design to others, not just those with the ability to read 2D blueprints. As well as seeing the design better, you can extract measurements from your design. Depending on the model type, those measurements can include distance, area, volume, and other mass properties. With solid models you can also check to see if other solid models, or components, interfere with each other. Once you have the model created, you can also generate 2D drawing views for documentation purposes.

The extent of the benefits of a 3D model depends on which of the three model types you created. Those three modeling types are as follows:

■ Wireframe Model The most basic form for 3D model representation. You draw lines, arcs, and circles in 3D space to represent the edges of your design. Though this model type can be useful, it is often difficult to work with when creating a complex model with numerous edges. When viewing a wireframe model, you see all of the edges of the model regardless of which side of the model you are viewing from.

■ Surface Model

A higher level of model representation, because it not only defines the edges of the design as in a wireframe model, but it also defines the outer skin or surface for the model. Surface models can add clarity to the display of a design by hiding all geometry that resides behind a surface. While a surface model can return values for its surface area, it cannot return mass property information because a surface has no true thickness, just a length and a width.

■ Solid Model

This model type defines the inner volume, outer surface, and edges of your design all within a single object. Solid models represent all aspects of a design, and thus are the most complete representational type of 3D model. You can create solid models from predefined shapes or from complex outlines. You can combine solid models together to create even more complex models.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 4: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

4 ■ Chapter 1: 3D Modeling

Example of 3D Model Types

While you can create your designs as wireframe models, you will find solids, and sometimes surface models, more useful to design with. If you need to model how the contour of land changes in an area, creating a surface model from contour lines at the various elevations is the most productive model creation method. You may also find creating surface models more practical if you are creating very thin-walled products like plastic bottles or the clear plastic packaging formed to hold merchandise. For all other designs such as buildings, bridges, desks, and mechanical parts, solid models offer you the most versatility in creating, editing, and displaying your design.

In the following illustration, a 3D model of a new idea for material handling equipment was created to better discuss the design’s merits and issues.

Navigating and Displaying 3D Models

As you create 3D models, it is important to view the model from different directions. Your ability to effectively change the display of your model and the direction from which you view it has a direct impact on your ability to efficiently create and complete your design. In this next section, you learn about the different ways you can change the direction from which you view your model, and other ways you can have it displayed.

In the following illustration, the same design is being viewed from three different directions. With each view, you are able to get a better understanding of the design.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 5: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Introduction to 3D ■ 5

Navigation and Display Defined

When working in 3D, you typically need to look at different sides of your design. To view the different sides, you do not reorient the model in 3D space. Instead, you change your viewing position in 3D space by selecting one of the predefined viewing directions on the ViewCube or by orbiting the model using other navigation tools, such as Constrained Orbit, Free Orbit, or the Steering Wheel.

Preset Viewing Directions

The preset viewing directions include top, bottom, front, back, left, right, and four additional isometric views. These preset viewing directions are based on the default alignment of the X, Y, and Z coordinate system. For example, the top view looks straight down the Z axis at the X, Y plane, while the front view looks in the direction of the Y axis at the X, Z plane. Use the ViewCube to quickly change from one viewing direction to another or to establish a start point from which you can orbit to the exact required viewing direction.

Orbiting Your View

When orbiting your view, the pivot point is the center of a bounding box around the geometry. This bounding box is a mathematical box that is just large enough to encompass either all of the geometry in your drawing or just the geometry you select. You can use the ViewCube or Orbit command to reorient your display by orbiting around the 3D model.

Display Types

As you add more detail to your modeled design, your ability to understand what you are looking at, with respect to your model, depends more on how you display the model. There are three main ways of displaying a surface or solid model. You can have it display as a wireframe, where only the edges are displayed, but you can see all the edges as if it were a wireframe model. You can have it display in hidden mode, where all edges are displayed except the ones that cannot be seen based on the current viewing direction. Or you can display it in a shaded form, thereby only showing the visible faces and edges of the model based on its current viewing direction. Each of these display modes have slight variations that change the quality or characteristics of the modeled display. By selecting a visual style, you activate one of these uniquely saved display modes to have your model display in that fashion.

Example of Navigating and Displaying 3D Models

In the following illustration, the model showing a newly proposed material handling equipment cart has been orbited in a way to help communicate the design. It is also being displayed in a conceptual mode to give it the appearance of a hand-sketched design that has been colored in. This type of display can then be used within a presentation to give it a different type of look and feel.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 6: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

6 ■ Chapter 1: 3D Modeling

Changing the Model Display

When selecting a display mode for your 3D surface or solid model, you have five preset display modes that you can select from. These preset display modes are referred to as visual styles.

In the following illustration, the same model is being displayed in four different visual styles: Wireframe, Hidden, Realistic, and Conceptual. The top left, Wireframe, is useful when you want to view geometry through the model and the lower right, Conceptual, is useful when you want to present an idea as one in progress.

Command Access

Visual Styles

Command Line: VSCURRENT, VS

Menu: Menu Browser > View > Visual Styles >

2D Wireframe, Wireframe, Hidden, Realistic, or Conceptual

Ribbon: Visualize Tab > Visual Styles panel >

2D Wireframe, Wireframe, Hidden, Realistic, or Conceptual

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 7: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Introduction to 3D ■ 7

The following icons are associated with the menu and toolbars for the different visual styles.

Accessing Visual Styles on the Ribbon

To access the visual styles on the Visual Styles panel, click the down arrow to the right of the active style name. The list of visual styles appears as preview images with text as shown in the following illustration.

Icon Option

2D Wireframe

3D Wireframe

3D Hidden

Realistic

Conceptual

Switching to a Wireframe display can make the selection process quicker if you are trying to select edges and corners that are on different sides of a model.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 8: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

8 ■ Chapter 1: 3D Modeling

About the ViewCube

The ViewCube is an interactive navigation tool, an easy way to change your view orientation of a 3D model. You can quickly change between standard or isometric views. The ViewCube is available when your drawing is set to any 3D visual style, such as 3D Hidden, Conceptual, and Realistic visual styles. The ViewCube will not appear when a 2D visual style is active, such as 2D Wireframe.

The benefit of using the ViewCube is that it helps you keep track of your orientation in the drawing by displaying the current view orientation on the ViewCube tool. Understanding how the ViewCube provides feedback to you and how to adjust the display options will help you to proficiently navigate around views of a 3D model.

Description of ViewCube

The ViewCube is an interactive way to change the view in a 3D model. You can intuitively view any of the standard or isometric views of your model from the ViewCube.

The ViewCube is displayed in one of two states: inactive and active. When you first select a 3D visual style, the ViewCube is displayed as inactive in the top right corner of the drawing area by default. When you move your cursor over the ViewCube, it becomes active with hot spots that highlight as you pass your cursor over different parts of the cube. To switch views, you click on a hotspot to restore the associated view. The ViewCube then aligns itself to show the new orientation.

You can also switch between views in your drawing using the compass ring at the base of the ViewCube. The compass ring displays North based upon what has been defined for the drawing WCS. Hence, when you click the N on the compass, the model view will switch to what has been defined as the North view of the model.

In addition to the predefined viewpoints, you can click and drag the cursor on the cube to orbit the model freely.

Inactive ViewCube in top view Inactive ViewCube in an isometric view

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 9: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Introduction to 3D ■ 9

ViewCube Options

When the Viewcube is active, the following options are available:

Active ViewCube in top view Active ViewCube in an isometric view

Home – Activates the view that is set as the Home view. You can set the current view to the Home view from the ViewCube shortcut menu.

Hotspot – Highlights when you move your cursor over edges, corners or sides. Click on the hotspot to activate the corresponding view in the drawing.

Coordinate System – Specify the coordinate system (UCS or WCS). You can also create a new UCS from this pulldown menu.

Compass – Displays the North, East, South, and West directions as defined in the drawing. You can click and drag along the compass to rotate the view. You can turn the compass off in the ViewCube settings.

Rotate – Rotates the current view 90 degrees in the selected direction: counterclockwise or clockwise. This option is not available in isometric views.

Current View – Displays in a darker gray color to indicate this is the current view in the drawing.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 10: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

10 ■ Chapter 1: 3D Modeling

Example of ViewCube

The following illustrations of a 3D house model show the changes as you select specific hot spots on the ViewCube.

Using the ViewCube

The ViewCube must first be enabled, and the view must be in a 3D visual style for the ViewCube to display in the drawing. You can then control the display and behavior of the ViewCube using the View Cube Settings dialog box, which you access by right-clicking the ViewCube. You can also specify the default location, size, and opacity of the cube.

Command Access

ViewCube Display

Command: CUBE; NAVVCUBE

Menu: View > Display > ViewCube > On

Ribbon: Home tab > View panel > ViewCube Display

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 11: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Introduction to 3D ■ 11

ViewCube Shortcut Menu

You can right-click anywhere on the ViewCube to use the following options:

You must activate the 3D Modeling workspace for the View panel to be available on the Home tab.

Option Description

Home Activates the view that is set as the home view.

Parallel Displays the current view using parallel projection. This type of view shows a 3D view as if a hypothetical camera point and target point are in the same position. This will usually show a flat view.

Perspective Displays the current view using perspective projection. This type of view shows a 3D view as if a hypothetical camera point and a target point have a distance between them. This creates a more realistic view.

Perspective with

Ortho Faces

Automatically displays the current view using perspective or parallel projection depending on the view. When the current view is an isometric view, the view is displayed using perspective projection. When the current view is a face view, such as top, left, or front, the view is displayed using parallel projection.

Set Current View

as Home

Sets the current view as the Home view.

ViewCube Settings Activates the ViewCube settings dialog box where you can control the visibility and display properties of the ViewCube.

Help Activates AutoCAD® Help for ViewCube.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 12: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

12 ■ Chapter 1: 3D Modeling

ViewCube Settings

In the ViewCube Settings dialog box, the preview thumbnail displays a real-time preview of the ViewCube as you specify the following settings.

Option Description

On-screen Position Specifies which corner of the viewport the ViewCube should be displayed in. The ViewCube can be positioned in any of the four corners of the drawing.

ViewCube Size Controls the display size of the ViewCube.

Inactive Opacity Determines the opacity level of the ViewCube when it is inactive.

Show UCS Menu Controls the display of the UCS drop-down menu below the ViewCube.

Snap to Closest View Specifies if the current view is adjusted to the closest preset view when changing the view by dragging the ViewCube.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 13: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Introduction to 3D ■ 13

Procedure: Activating the ViewCube

The following steps give an overview of how to activate the ViewCube.

Procedure: Using the ViewCube to Change Views

The following steps give an overview of how to navigate a 3D workspace using the ViewCube.

Procedure: Changing ViewCube Settings

The following steps give an overview of how to change ViewCube settings.

Zoom to Extents

After View Change

Specifies if the model is forced to fit the current viewport after a view change.

Use View Transitions

When Switching

Views

Controls the use of smooth view transitions when switching between views.

Orient ViewCube to

Current UCS

Orients the ViewCube based on the current UCS or WCS of the model.

Keep Scene Upright Specifies whether the viewpoint of the model can be turned upside down or not.

Show Compass Below

the ViewCube

Controls whether the compass is displayed below the ViewCube. The North direction indicated on the compass is the value defined by the NORTHDIRECTION system variable.

Restore Defaults Applies the default settings for the ViewCube.

1. Activate the 3D Modeling workspace.

2. Select a 3D visual style.

3. On the ribbon Home tab, View panel, click ViewCube Display to turn it on.

1. To change to a specific view, on the ViewCube, select the desired hotspot.

2. To rotate the view, on the ViewCube, click and drag in the desired direction.

3. To activate the home view, click the Home icon above the ViewCube.

1. Right-click on the ViewCube. Click ViewCube Settings.

2. Specify the desired settings.

3. Click OK.

4. To set the current view as the home view, navigate to the desired view.

5. Right-click and click Set Current View as Home.

Option Description

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 14: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

14 ■ Chapter 1: 3D Modeling

Orbiting Your 3D Model

Orbiting your viewing point around your model allows you to see different aspects and details of your design. With the Constrained Orbit command, you can freely rotate your view around your model. If no geometry is selected at the start of the command, then the command pivots the view about the center point of a bounding box of all the geometry. If you select geometry before executing the command, then the view orbits around the center of the selected geometry.

Not only can you use constrained orbit to view your model, you can also use it while you are in another command. This means you can start creating or modifying geometry looking at the model in one direction, orbit to another relevant side, and complete the command.

In the following illustration, the creation of another model was initiated while looking at the design from one direction. The view was then orbited while still in the process of creating the new model so another point could be snapped to. The design after the creation of this additional model is then shown on the far right.

Command Access

Constrained Orbit

Command Line: 3DORBIT

Menu: View > Orbit > Constrained Orbit

Toolbar: 3D Navigation

Toolbar: Orbit

Ribbon: Home tab > View panel > Constrained Orbit

For Constrained Orbit to orbit around a selected object, the option Enable Orbit Auto Target must be selected. So if you selected a model prior to starting the constrained orbit, and your orbit does not orbit around the center of the model, then right-click and select Enable Orbit Auto Target from the shortcut menu.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 15: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Introduction to 3D ■ 15

Procedure: Viewing Models in a Constrained Orbit

The following steps give an overview of viewing 3D models in a constrained orbit.

Procedure: Using a Constrained Orbit in About a Specific Object

The following steps give an overview of viewing 3D models in a constrained orbit based on the selection of specific objects.

1. Start the Constrained Orbit command.

2. Change the view orientation by left-clicking in the drawing area and dragging. Release the cursor to set the view direction.

3. Continue to rotate the view until you achieve the required orientation.

4. Exit the Constrained Orbit command by pressing ESC or right-clicking and selecting exit.

1. Select one or more objects.

2. Start the Constrained Orbit command.

3. Change the view orientation by left-clicking in the drawing area and dragging. Release the cursor to set the view direction.

4. Continue to rotate the view until you achieve the required orientation.

5. If the orbit does not center on the bounding box of the objects selected, right-click and select Enable Orbit Auto Target.

6. Exit the Constrained Orbit command by pressing ESC or right-clicking and selecting exit.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 16: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

16 ■ Chapter 1: 3D Modeling

Setting Viewport Display

In this section of the lesson, you learn how to access the Viewports dialog box, the options for creating and configuring multiple viewports, and the overall procedure to change viewport display. When working in 3D, you can increase your productivity by changing the number of viewports displayed within the drawing area. By creating the appropriate number of viewports in the right viewing directions for the task at hand, you can view the model from multiple directions at the same time. You can also start a command in one viewport, then click into another viewport and complete the command.

Multiple Viewport Display

In the following illustration, the same drawing window is shown as a single viewport and then split into three viewports. In the multiple viewport display on the right, notice how each viewport is set to display a different direction of view. Also notice how the model is displayed in different visual styles in each of the viewports. In this case, two of the viewports display the models using the Realistic visual style and the other one uses 2D Wireframe.

Command Access

Viewports

Command Line: VIEWPORTS, VPORTS

Menu: View > Viewports > New Viewports

Ribbon: View tab > Viewports panel > Named

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 17: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Introduction to 3D ■ 17

Viewports Dialog Box

Following the typical workflow, you first display the Viewports dialog box, and then configure the number of viewports to display, the view orientation, and the display style. You start the configuration process by selecting an existing viewport configuration from the list. You then activate one of the viewports and change its view direction and visual style.

If you make a number of changes, enter a name so that when you click OK, this viewport configuration is added to the list of named viewports. To apply a saved viewport configuration, click the Named Viewports tab, double-click a configuration name, and click OK.

A list of viewport configurations you select from.

Use to preview the viewport configuration that will be applied after you click OK. Also use to activate a viewport for further configuration by clicking within the rectangular area of that viewport. The active viewport is shown with a square drawn just inside its borders.

Use to have the viewport configuration applied to the active viewport instead of the default option of Display, which changes the entire drawing window.

Use to have the view direction in the viewports change to common viewing directions.

Use to select a different preset view for the active preview viewport.

Use to set the visual style for the active preview viewport.

Use if you have changed settings from the standard configuration. Entering a unique name and clicking OK saves the viewport configuration as a named viewport.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 18: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

18 ■ Chapter 1: 3D Modeling

Procedure: Changing Viewport Display

The following steps give an overview of setting the viewports display.

1. Start the Viewports command.

2. Configure the number of viewports to display.

3. Individually activate each viewport and change the view direction and visual style.

4. Name the viewport configuration.

5. Save the viewport configuration.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 19: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Introduction to 3D ■ 19

Exercise: Use ViewCube to Navigate a 3D Environment

In this exercise you open a drawing that contains a 3D model. You activate the 3D Modeling workspace, switch to a 3D visual style, and use the ViewCube to view the 3D model from different angles in the drawing.

Use the ViewCube

The completed exercise

Completing the Exercise

To complete the exercise, follow the steps in this book or in the onscreen exercise. In the onscreen list of chapters and exercises, click Chapter 1: 3D Modeling. Click Exercise: Use ViewCube to Navigate a 3D Environment.

1. Open c_viewcube.dwg.

2. On the status bar, click Workspace Switching. Click 3D Modeling.

3. On the ribbon, click Home tab > View panel, and then do the following:

■ Verify ViewCube is toggled on.■ Select 3D Hidden from the Visual Styles

list.

The inactive ViewCube appears in the upper-right corner of the drawing.

4. Move the cursor over the ViewCube.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 20: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

20 ■ Chapter 1: 3D Modeling

5. On the ViewCube, click the southeast corner as shown.

The model and ViewCube are rotated to the southeast isometric view.

6. Right-click the ViewCube, and click Set Current View as Home.

7. On the ViewCube, click Top.

8. On the ViewCube, click the arrow as shown.

The view is rotated 90 degrees in the counterclockwise direction.

9. On the ViewCube, click the W.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 21: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Introduction to 3D ■ 21

The left view is activated.

10. On the ViewCube, click the arrow on the right side of the cube as shown.

The front view is activated.

11. On the ViewCube, click the hot spot as shown.

The view displays directly in the cubicle.

12. Click the home icon.

The home view displays.

13. On the ViewCube, click and drag the S around the cube. Notice the rotation of the view.

14. On the ViewCube, click and drag the cube. Move around the cube and notice the view is orbited.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 22: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

22 ■ Chapter 1: 3D Modeling

Change ViewCube Settings

1. Right-click on the ViewCube. Click ViewCube Settings.

2. In the ViewCube Settings dialog box, under Display, do the following:

■ Select Top Left from the On-screen Position list.

■ Move the ViewCube size slider to the Large position.

3. Clear Show Compass Below the ViewCube. Click OK.

The larger, inactive ViewCube is displayed in the top-left corner of the drawing screen without the compass.

4. Close the drawing. Do not save changes.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 23: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Introduction to 3D ■ 23

Exercise: Interact with 3D Models

In this exercise, you interact with different types of existing 3D models by changing their display and viewing the results of these display changes.

The completed exercise

Completing the Exercise

To complete the exercise, follow the steps in this book or onscreen in the exercise. In the onscreen list of chapters and exercises, click Chapter 1: 3D Modeling. Click Exercise: Interact with 3D Models.

1. Open M_Introduction-to-3D.dwg.

Wireframe model

Surface model

Solid model

2. View the models from different orientations, as follows:

■ On the ribbon Home tab, View panel, click Constrained Orbit.

3. Left-click and hold, as follows:

■ Drag the cursor left and right.■ Drag the cursor up and down.

4. Orbit until the back of the pump housings are visible.

5. Press ESC to exit Constrained Orbit.

6. Change the visual style of the drawing, as follows:

■ On the ribbon Home tab, View panel, click 3D Hidden.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 24: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

24 ■ Chapter 1: 3D Modeling

7. On the ribbon Home tab, View panel, click 3D Wireframe.

8. On the ribbon Home tab, View panel, click Conceptual.

9. On the ribbon Home tab, View panel, click Realistic.

10. Use the Constrained Orbit command to rotate the view with regards to specific objects, as follows:

■ Window-select the solid and surface models.

11. On the ribbon Home tab, View panel, click Constrained Orbit.

Notice that the wireframe model is not displayed during the orbit.

12. Rotate the view until the front of the housings are displayed. Press ESC to exit the constrained orbit.

13. Create multiple viewports to observe the models from different perspectives. Right-click the ViewCube. Click Parallel. This sets the view projection to parallel.

14. Click Menu Browser > View menu > Viewports > 3 Viewports. Press ENTER.

15. Click in the lower-left viewport to activate. On the ViewCube, click Front.

16. Click in the upper-left viewport to activate. On the ViewCube, click Top.

17. Click in the right viewport to activate. On the ViewCube, click Right.

18. Save and close all files.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 25: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Creating Solid Primitives ■ 25

Lesson: Creating Solid Primitives

Overview

This lesson describes how to create 3D designs by creating solid model primitives.

3D solid modeling is used across multiple design disciplines. Using solid model primitives is a key to creating your designs. You can use solid model primitives individually or in conjunction with other solid models to create complex designs. 3D solid models help improve visualization, which improves communication and development of the design. Additionally, 3D solid modeling helps to reduce errors and decrease the time required to complete a project.

In the following illustration, solid primitives are used to define space in a floor plan. A combination of cylinders, boxes, pyramids, and a torus were used to quickly create the solids.

Objectives

After completing this lesson, you will be able to:

■ Define and identify solid primitives and their importance in creating 3D designs.■ Use and create solid box primitives.■ Use and create solid sphere primitives.■ Use and create solid cylinder primitives.■ Use and create solid cone primitives.■ Use and create solid wedge primitives.■ Use and create solid torus primitives.■ Use and create solid pyramid primitives.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 26: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

26 ■ Chapter 1: 3D Modeling

About Solid Primitives

Using solid primitives provides you with a method for creating a range of designs from quick and basic, to complex and detailed. Utilizing solid primitives can help you finish designs quicker by enabling you to easily define and layout your design.

In the following illustration, the solid models help you quickly visualize the conceptual layout for a project to design tooling to create stamped parts.

Definition of Solid Model Primitives

Primitive solid models are predefined geometric shapes provided to you. You have seven basic primitive solids you can design with: a box, sphere, cylinder, cone, wedge, torus, and pyramid.

To create these shapes, you only need to supply a creation location and actual size. Once you have created a solid primitive, its information, such as volume and mass properties, is available to you. When you have created more than one solid primitive, you can create a more complex model by combining primitives into a single model. You can also subtract the volume of one model from another.

For many design needs, you can create and position solid primitives together much as you may have done with wooden building blocks when you were a child.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 27: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Creating Solid Primitives ■ 27

Example: Solid Primitives Used for Fixtures and Furniture

You can use solid primitives to represent all types of objects including mechanical parts, machines, buildings, fixtures, and furniture. In the following illustration, a basic floor lamp has been created using only primitive solids. This model can now be used in a room space or layout plan to help visualize placement and remaining available space.

Creating a Solid Box

You use the Box command to create rectangular or cube-shaped solid primitives. Since a box is a basic building block object, it is an important shape to work with. To create boxes efficiently, you can access the Box command and use the appropriate creation options based on your design criteria.

The following illustration displays two solid primitives, which are partially transparent, in order to see initial creation through a starting plane, or creation point.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 28: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

28 ■ Chapter 1: 3D Modeling

Command Access

Options for Creating a Solid Box

Following the command prompts and a typical workflow, you begin defining the base rectangular shape by specifying two opposite corners, just like drawing a 2D rectangle. With the base shape defined, you then specify the height.

Instead of creating a box based on its default prompts and options, you can select different suboptions to create the box based on other design criteria.

Box

Command Line: BOX

Menu: Draw > Modeling > Box

Toolbar: Modeling

Ribbon: Home tab > 3D Modeling panel > Box

Option Description

Center Use to define the location of the solid primitive’s geometric center prior to specifying its size.

Cube Use to create a box with all of its edges equal to a single specified value instead of specifying three separate values for length, width, and height. You can also place the cube with its edges not parallel to the X and Y axes of the current UCS.

Length Use this option to create the base rectangular shape so its edges are not parallel to the X and Y axes of the current UCS.

2Point Use this option to define the height of the box by selecting 2 points.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 29: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Creating Solid Primitives ■ 29

Procedure: Creating a 3D Box

The following steps give an overview of creating a solid box.

Creating a Solid Sphere

You use the Sphere command to create a solid circular primitive. A ball bearing is an example of a sphere.

In the following illustration, the solid primitive is being displayed partially transparent so you can see its initial creation starting plane.

Command Access

1. Start the Box command.

2. Specify the base rectangular shape’s start position, orientation, and size. Do this by specifying one corner and then the other corner, or the center point and corner.

3. Specify the height.

Sphere

Command Line: SPHERE

Menu: Draw > Modeling > Sphere

Toolbar: Modeling

Ribbon: Home tab > 3D Modeling panel > Sphere

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 30: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

30 ■ Chapter 1: 3D Modeling

Options for Creating a Solid Sphere

When creating a solid sphere, you define the position and size of the circular cross section through its center. Creating this circular cross section is very similar to creating a 2D circle. When you start the command, you are prompted to specify the center of the sphere, then size it with a radius or diameter value.

Instead of creating a sphere based on its default prompts and options, you can select different suboptions to create the sphere based on other design criteria.

Procedure: Creating a 3D Sphere

The following steps give an overview of creating a spherical solid.

Creating a Solid Cylinder

You use the Cylinder command to create a cylindrical solid primitive with a circular or elliptical cross section.

The following illustration shows a cylindrical solid primitive which is partially transparent in order to see its initial creation starting plane.

Option Description

3P Use to define the size of the circular cross section by specifying three points that reside in the same coordinate system plane or are located anywhere in space.

2P Use to define the size of the circular cross section by specifying two points in space. When you specify these points, you supply the location and diameter of the sphere, even without knowing the location of its center point.

Ttr Use when you need the circular cross section to be tangent to two different objects and a specific radius.

1. Start the Sphere command.

2. Specify the center point of the sphere.

3. Specify the radius or diameter.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 31: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Creating Solid Primitives ■ 31

Command Access

Options for Creating Solid Cylinder Primitives

Through following the command prompts and a typical workflow, you begin defining the base circular shape by specifying the center point and radius or diameter, just like drawing a 2D circle. With the base shape defined, you then specify the height. The default direction of height is perpendicular to the base circular shape.

Instead of creating a cylinder based on its default prompts and options, you can select different suboptions to create the cylinder based on other design criteria.

Cylinder

Command Line: CYLINDER

Menu: Draw > Modeling > Cylinder

Toolbar: Modeling

Ribbon: Home tab > 3D Modeling panel > Cylinder

Option Description

3P Use to define the base circular shape by having its circular edge pass through three points in space. Especially useful when positioning and sizing a cylinder based on existing 3D geometry.

2P Use to define the diameter of the circular base using two opposite points on its outer edge. Especially useful when you do not know the location of the center point or you are positioning and sizing a cylinder based on existing 3D geometry.

Ttr Use when you need the circular base to be tangent to two different edges and a specific radius.

Elliptical Use when you want the base shape of the cylinder to be an ellipse instead of a circle.

Axis Endpoint Use to specify the top center point of the cylinder. This sets the cylinder height and reorients the cylinder so its center axis extends from its base center point to the selected axis endpoint, in effect, rotating the cylinder to this new alignment.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 32: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

32 ■ Chapter 1: 3D Modeling

Procedure: Creating a 3D Cylinder

The following steps give an overview of creating a cylindrical solid.

Creating a Solid Cone

You use the Cone command to create a triangular shaped primitive with curved sides that transitions the shape from the base to the top. The default base shape is circular but you can also create an elliptical base. The cone then transitions from its base size to a point at the top, or to a size smaller or larger than its base.

The following illustration shows cone shaped solid primitives.

Command Access

1. Start the Cylinder command.

2. Specify the base circular shape’s start position, orientation, and size. Do this by specifying the center point and then the radius or diameter. Or select one of the suboptions and respond to its requirements.

3. Specify the height or change its orientation using Axis Endpoint.

Cone

Command Line: CONE

Menu: Draw > Modeling > Cone

Toolbar: Modeling

Ribbon: Home tab > 3D Modeling panel > Cone

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 33: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Creating Solid Primitives ■ 33

Options for Creating Solid Cones

Through following the command prompts and a typical workflow, you begin defining the base circular shape by specifying the center point and radius or diameter, just like drawing a 2D circle. With the base shape defined, you then specify the height. The default direction of height is perpendicular to the base circular shape.

Instead of creating a cone based on its default prompts and options, you can select different suboptions to create the cone, based on other design criteria. Except for the Top Radius option, the suboptions are identical to the options for creating the cylinder primitive.

Procedure: Creating a 3D Cone

The following steps give an overview of creating a conical solid.

Option Description

3P Use to define the base circular shape by having its circular edge pass through three points in space. Especially useful when positioning and sizing a cone based on existing 3D geometry.

2P Use to define the diameter of the circular base using two opposite points on its outer edge. Especially useful when you do not know the location of the center point or you are positioning and sizing a cone based on existing 3D geometry.

Ttr Use when you need the circular base to be tangent to two different edges and a specific radius.

Elliptical Use when you want the base shape of the cone to be an ellipse instead of a circle.

2Point Use this option to define the height of the cone between two specified points.

Axis Endpoint Use to specify the top center point of the cone. This sets the cone height and reorients the cone so its center axis extends from its base center point to the selected axis endpoint, in effect, rotating the cone to this new alignment.

Top Radius Use when you want a cone shape with a flat top instead of one that comes to a point. With a smaller radius value than the base, your cone will taper in as it transitions from the base to the top. With a larger value, you create a cone that tapers out from the base to the top.

1. Start the Cone command.

2. Specify the base circular shape’s start position, orientation, and size. Do this by specifying the center point and then the radius or diameter. Or select one of the suboptions and respond to its requirements.

3. Specify the height to create a 3D cone with a point, or select the Top Radius option.

4. If you selected the Top Radius option, specify the value for the top radius.

5. Specify the height to the flat top of the cone.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 34: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

34 ■ Chapter 1: 3D Modeling

Creating a Solid Wedge

You use the Wedge command to create a solid triangular primitive with three rectangular faces. When you create a wedge, you end up with a shape that appears to be half of a box primitive that is split diagonally from one edge to another. The high side of the wedge is the side opposite the second point specified when creating the base rectangular shape.

In the following illustration, the solid primitive is being displayed partially transparent so you can see its initial creation starting plane. The base rectangular shape was created from point 1 to point 2.

Command Access

Wedge

Command Line: WEDGE

Menu: Draw > Modeling > Wedge

Toolbar: Modeling

Ribbon: Home tab > 3D Modeling panel > Wedge

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 35: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Creating Solid Primitives ■ 35

Options for Creating Solid Wedge

The workflow and options for creating a wedge are the same as for creating a box primitive. Following the command prompts and a typical workflow, you begin defining the base rectangular shape by specifying two opposite corners, just like drawing a 2D rectangle. With the base shape defined, you then specify the height.

Instead of creating a wedge based on its default prompts and options, you can select different suboptions to create the box based on other design criteria.

Procedure: Creating a 3D Wedge

The following steps give an overview of creating a solid wedge.

Creating a Solid Torus

You use the Torus command to create a circular tube primitive with its final shape resembling a doughnut or bicycle inner tube. You create a torus by defining the size and position of two circular shapes.

In the following illustration, the solid primitive on the left is shown partially transparent so you can see a representation of the defining sizes and planes for this primitive. The actual torus will appear like the illustration on the right.

Option Description

Center Use this option to define the location of the solid primitive’s geometric center prior to specifying its size.

Cube Use this option to create a wedge with all of its edges equal to a single specified value instead of specifying three separate values for length, width, and height. You can also place the cube with its edges not parallel to the X and Y axes of the current UCS.

Length Use this option to create the base rectangular shape so its edges are not parallel to the X and Y axes of the current UCS.

2Point Use this option to set the height of the wedge by picking two points.

1. Start the Wedge command.

2. Specify the start position (1), orientation, and size (2) of the rectangular base. Specify one corner and then the other corner, or specify the center point and a corner.

3. Specify the height.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 36: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

36 ■ Chapter 1: 3D Modeling

Command Access

Options for Creating Solid Torus Primitives

It is a two-step process to create a solid torus. First, define the radial size by specifying its center point, then its radius or diameter. Second, define the size of the solid tube material by specifying its radius or diameter. The radial size of the torus is measured from the center point of the torus to the center point of the solid tube.

Instead of defining the size of a torus by its center point and radius or diameter, you can also define its size and location in 3D space by using other options: Three Points, Two Points, or Tangent to Two Objects and a Radius.

Procedure: Creating a 3D Torus Primitive

The following steps give an overview of creating a solid torus primitive.

Torus

Command Line: TORUS

Menu: Draw > Modeling > Torus

Toolbar: Modeling

Ribbon: Home tab > 3D Modeling panel > Torus

Option Description

3P Use to define the center of the torus by having its circular center pass through three points in space. Especially useful when positioning and sizing a torus based on existing 3D geometry.

2P Use to define the diameter of the torus using two opposite points on its circular center. Especially useful when you do not know the location of the center point or you are positioning and sizing a torus based on existing 3D geometry.

Ttr Use when you need the tubular shape to be tangent to two different edges and a specific radius.

radius Use to define the tubular radius by picking a point in space or entering a specified value.

2Point Use to define the tubular shape by picking two points to define the tubular diameter.

Diameter Use to define the tubular diameter by picking two points in space or entering a specified value.

1. Start the Torus command.

2. Specify the start position, orientation, and size of the torus. Do this by specifying the center point and then the radius or diameter. Or select one of the suboptions and respond to its requirements.

3. Specify the radius or diameter for the solid part of the torus.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 37: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Creating Solid Primitives ■ 37

Creating a Solid Pyramid

You use the Pyramid command to create a primitive that has a polygonal base with flat sides that transition in shape from the base to the top. The pyramid can transition from its base shape to a single point or to a shape smaller or larger than its base. By default, the polygonal base has four sides, but you can change that number based on your requirements.

In the following illustration, the two solid primitives on the left are being displayed partially transparent so you can see their initial creation starting plane. The two solid primitives on the right are examples of pyramids with more sides than the default value and different top conditions.

Command Access

Options for Creating Solid Pyramid Primitives

The workflow and options for creating a pyramid is done by first specifying the center point and then a point on the polygon, much like drawing a 2D polygon. With the base shape defined, you then specify the height. The default direction of height is perpendicular to the base circular shape.

Pyramid

Command Line: PYRAMID

Menu: Draw > Modeling > Pyramid

Toolbar: Modeling

Ribbon: Home tab > 3D Modeling panel > Pyramid

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 38: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

38 ■ Chapter 1: 3D Modeling

Instead of creating a pyramid based on its default prompts and options, you can select different suboptions to create the pyramid based on other design criteria.

Procedure: Creating a 3D Pyramid

The following steps give an overview of creating a solid polygonal pyramid.

Option Description

Edge Use this option to specify the length of a flat segment on the polygon base. When clicking the points to define the size of a segment, you also set the position and orientation of the base polygonal shape.

Sides Use this option to change the shape of the pyramid by changing the number of sides from the default of 4 to any value greater than 2 and less than 33.

Circumscribed /

Inscribed

Use this option to change which outer point you define when specifying the size of the base polygonal shape. Use Circumscribed to size the polygon from the center point to the midpoint of a flat segment on the polygon. Use Inscribed to size the polygon from the center point to the endpoint of a polygon segment.

Axis Endpoint Use this option to specify the top center point of the pyramid. This sets the pyramid height and reorients the pyramid so its center axis extends from its base center point to the selected axis endpoint, in effect, rotating the pyramid to the new alignment.

Top Radius Use this option when you want a pyramid shape with a flat top instead of one that comes to a point. With a smaller size value than the base, you create a pyramid that tapers in as it transitions from the base to the top. With a larger value, you create a pyramid that tapers out from the base to the top.

To change the number of sides or specify the edge length of a pyramid, select the corresponding option prior to specifying the center point.

You can use the Pyramid command to create objects like hexagon bar stock by specifying the top radius size to be the same as the base size.

1. Start the Pyramid command.

2. Change the number of sides for the polygon base if the default value is different than your current requirements.

3. Specify the base polygonal shape’s start position, orientation, and size. Do this by specifying the center point and then the radius to a point on the polygon shape that is circumscribed or inscribed. Or select the Edge suboption and specify the endpoints of one edge.

4. Specify the height to create a 3D pyramid where the sides converge to a point, or select the option Top Radius.

5. If you selected the option Top Radius, specify the radius value for the top.

6. Specify the height to the flat top of the pyramid.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 39: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Creating Solid Primitives ■ 39

Exercise: Create Individual Solid Primitive

In this exercise, you create box, sphere, cylinder, cone, wedge, torus, and pyramid 3D solids.

Create a Box

The completed exercise

Completing the Exercise

To complete the exercise, follow the steps in this book or in the onscreen exercise. In the onscreen list of chapters and exercises, click Chapter 1: 3D Modeling. Click Exercise: Create Individual Solid Primitives.

1. Open M_3D-Solids.dwg.

2. On the Home tab, 3D Modeling panel, click Box.

3. To define the 3D box:

■ When prompted to specify the first corner, select a point near the UCS (near 0,0,0).

■ When prompted to specify the other corner, enter L for length.

■ Move the cursor in the positive X direction. Enter 100 for length.

■ Be sure the relative angle is at 0 degrees. You may have to tab this if you are using dynamic entry mode.

■ When prompted for the width, enter 75.■ When prompted for the height, enter 50.

4. Start the Box command.

5. To define the 3D box.

■ When prompted to specify the first corner, enter C for center.

■ When prompted to specify the center, click to the right of the first box.

6. To define the box.

■ When prompted to specify a corner, enter L for length.

■ Move the cursor in the positive X direction. Enter 100 for length.

■ Be sure the relative angle is at 0 degrees. You may have to tab to this if you are using dynamic entry mode.

■ When prompted for the width, enter 75.■ When prompted for the height, enter 50.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 40: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

40 ■ Chapter 1: 3D Modeling

Create a Sphere

Create a Cylinder

Create a Cone

1. Continuing from the previous section, make the layer Sphere current.

2. On the Home tab, 3D Modeling panel, click Sphere.

3. To define the sphere:

■ When prompted to specify a center point, click a point in the positive Y direction of the two boxes.

■ When prompted to specify a radius, enter 50.

1. Continuing from the previous section, make the layer Cylinder current.

2. On the Home tab, 3D Modeling panel, click Cylinder.

3. To define the cylinder:

■ When prompted to specify the center point of the base, click a point to the right of the boxes.

■ When prompted to specify the base radius, enter 50. When prompted to specify a height, enter 100.

1. Continuing from the previous section, make the layer Cone current.

2. On the Home tab, 3D Modeling panel, click Cone.

3. When prompted to specify a center point of the base, click a point in the positive X and Y direction, to the right of the two boxes.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 41: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Creating Solid Primitives ■ 41

Create a Wedge

4. To define the cone:

■ When prompted to specify the base radius, enter 50.

■ When prompted to specify the height, enter T for Top Radius.

■ Specify a top radius of 25.■ When prompted to specify a height,

enter 100.

1. Continuing from the previous section, make the layer Wedge current.

2. On the Home tab, 3D Modeling panel, click Wedge.

3. When prompted to specify the first corner of the base, click a point in the positive X and Y direction of the two spheres.

4. To define the wedge:

■ When prompted to specify other corner, enter L for length. Move the cursor in the positive X direction. Enter 100.

■ Be sure the relative angle is at 0 degrees. You may have to tab to this if you are using dynamic entry mode.

■ When prompted to specify the width, move the cursor in the positive Y direction. Enter 75.

■ When prompted to specify the height, move the cursor in the positive Z direction. Enter 50.

5. Start the Wedge command.

6. Defining the wedge with the center option:

■ When prompted to specify the first corner, enter C for center.

■ When prompted to specify the center, click to the right of the first wedge.

7. To define the wedge:

■ When prompted to specify the other corner, enter L for length.

■ Move the cursor in the positive X direction. Enter 100.

■ Be sure the relative angle is at 0 degrees. You may have to tab to this if you are using dynamic entry mode.

■ When prompted to specify the width, enter 75.

■ When prompted to specify the height, enter 50.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 42: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

42 ■ Chapter 1: 3D Modeling

Create a Torus

Create a Pyramid

1. Continuing from the previous section, make the layer Torus current.

2. On the Home tab, 3D Modeling panel, click Torus.

3. When prompted to specify a center point, click a point in front of the two boxes.

4. To define the torus:

■ When prompted to specify a radius, enter 50.

■ When prompted to specify the tube radius, enter 10.

1. Continuing from the previous section, make the layer Pyramid current.

2. On the Home tab, 3D Modeling panel, click Pyramid.

3. To define a pyramid using the sides option:

■ When prompted to specify the center point of the base, enter S for sides.

■ When prompted for the number of sides, enter 6.

■ Click a point to the right of the torus.

4. To define the pyramid.

■ When prompted to specify the base radius, enter 50.

■ When prompted to specify the height, enter 100.

5. Start the Pyramid command.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 43: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Creating Solid Primitives ■ 43

6. To define a pyramid using the edge option:

■ When prompted to specify the center point of the base, enter E for edge.

■ Click a point to the right of the first pyramid.

7. To create the second pyramid:

■ When prompted to specify the second endpoint, move the cursor in the positive X direction. Enter 50.

■ When prompted to specify height, enter T for Top Radius.

■ Enter 25 for the top radius.■ When prompted to specify height,

enter 100.

8. Set the visual display and rotation of the objects:

■ On the Home tab, View panel, click Extents.

■ Press F7 to turn off the grid.■ On the ViewCube, click Top to change the

view to the top side.

■ Click on the roll arrows to roll or rotate the view 90 degrees as shown.

9. Set the display and view of the objects:

■ On the Home tab, View panel, click 3D Wireframe.

■ On the ViewCube, click Home. (Notice how the objects respond to the visual changes.)

■ On the Home tab, View panel, click 3D Hidden.

■ Use Zoom and Pan to look at the created objects.

■ On the Home tab, View panel, click 2D Wireframe.

■ On the Home tab, View panel, click NE Isometric.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 44: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

44 ■ Chapter 1: 3D Modeling

NOTE: The objects are automatically maximized in the view when changing to a predefined isometric view. Additionally, when changing to a 2D wireframe, the ViewCube is removed from the display as well.

10. Set the display of the objects:

■ On the Home tab, View panel, click Conceptual.

11. Set the display back:

■ On the Home tab, View panel, click Realistic.

■ On the ViewCube, click the Southeast corner.

12. Press F7 to turn the grid on.

13. Save and close all files.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 45: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Creating Solid Primitives ■ 45

Exercise: Create Solid Primitives

In this exercise, you create 3D solid primitives to visualize the layout of a room.

The completed exercise

Completing the Exercise

To complete the exercise, follow the steps in this book or in the onscreen exercise. In the onscreen list of chapters and exercises, click Chapter 1: 3D Modeling. Click Exercise: Create Solid Primitives.

1. Open C_Primitive-Solids.dwg.

2. Make the Bed layer current.

3. On the Home tab, 3D Modeling panel, click Box.

4. To create the bed:

■ When prompted to specify the first corner, click the left corner of the bed (1).

■ When prompted to specify the other corner, click the opposite corner of the bed (2).

■ Enter 24 for the height.

5. Make the Lamp layer current.

6. For ease of selection in subsequent steps, on the Home tab, 3D Modeling panel, click 3D Wireframe.

7. On the Home tab, 3D Modeling panel, click Cylinder.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 46: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

46 ■ Chapter 1: 3D Modeling

8. To create a cylinder:

■ When prompted to specify the center point of the base, use the Center object snap and select the center of the circle (1).

■ When prompted to specify a base radius, use the Quadrant object snap and select a quadrant of the large circle (2).

■ Enter 3 for height.

9. Start the Cylinder command.

10. To create the lamp pole:

■ When prompted to specify the center point of the base, use the Center object snap and select the center of the circle (1).

■ When prompted to specify a base radius, use the Quadrant object snap and select a quadrant of the small circle (2).

■ Enter 60 for height.

11. On the Home tab, 3D Modeling panel, click Realistic.

12. On the Home tab, 3D Modeling panel, click Pyramid.

13. To create the lamp shade:

■ When prompted to specify the center point of the base, enter S for sides.

■ When prompted for the number of sides, enter 12.

■ When prompted to specify the center point of the base, use the Center object snap and select the center of the cylinder.

■ Enter 12 when prompted to specify a base radius.

■ Enter T, for top radius, when prompted to specify height.

■ Enter 8 for the top radius.■ Enter 12 for height.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 47: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Creating Solid Primitives ■ 47

14. Make the Light layer current.

15. On the Home tab, 3D Modeling panel, click Torus. The torus represents an overhead light.

16. To define the torus:

■ When prompted to specify a center point, enter 106,96,90.

■ Enter 9 when prompted for a radius.■ Enter 1.5 when prompted for the tube

radius.

17. On your own, complete the room by adding solids for the hutch, desk, and other lamp on the appropriate layers.

18. Save and close all files.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 48: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

48 ■ Chapter 1: 3D Modeling

Lesson: Creating Models from 2D Profiles

Overview

This lesson describes how to create surface and solid models by using familiar techniques and geometry to define the size and shape of a model. It also explains how to leverage geometry such as lines, circles, arcs, splines, polylines, and helixes.

Using common drawing geometry as the input for creating surface or solid models, you can create some designs quicker than if you created composite models from solid primitives. Common geometry also provides you with a method of creating some 3D designs that would otherwise be impossible to create solely from primitives. You can also combine the solid models you create with these methods with other solids using the various Boolean operations.

The following illustration shows a complex solid model created from different cross sections of geometry.

Objectives

After completing this lesson, you will be able to:

■ Describe types and characteristics of models created from 2D profiles.■ Explain the right-hand rule as it pertains to revolving a profile around an axis.■ State why you would create solid models from 2D profiles instead of using solid primitives.■ Use the Extrude command to create 3D models.■ Use the Loft command to create 3D models.■ Create planar surfaces.■ Use the Polysolid command to create 3D solids.■ Use the Revolve command to create 3D models.■ Use the Sweep command to create 3D models.■ Use the Presspull command to create 3D models.■ Use the Helix command to create a helical path.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 49: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Creating Models from 2D Profiles ■ 49

About Models from 2D Profiles

In this section of the lesson, you learn about creating 3D models from 2D profiles you draw with lines, circles, arcs, polylines, and splines. When you understand the types of models you can create from 2D profiles and the characteristics of these models, you will be able to identify when and where it is appropriate to use these methods in your designs.

In the following illustration, multiple models are shown that were created from 2D profile geometry using various methods.

Definition of Models Created from 2D Profiles

The phrase “models from 2D profiles” refers to the solid and surface models you create from selected 2D profiles. These profiles consist of geometry that you draw to represent a contour or slice of the shape you want to create. In some cases, you have to create profile geometry in a flat plane anywhere in space; in other cases, you can create geometry that traverses in all directions through space. The profile is also defined as being either an open loop or closed loop profile. Open loops are profiles where a single object does not return to its starting point and close itself. Closed loop profiles are defined by a single object that does return to its starting point.

The reason open and closed looped profiles are not defined as creating one type of model or the other is because the resulting model depends upon the selected profile geometry and the model creation method. The results of model creation from profiles include:

■ A planar surface.■ A multiple segmented solid of straight and arc segments. ■ An extruded surface or solid. ■ A revolved surface or solid. ■ A swept surface or solid. ■ A lofted surface or solid.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 50: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

50 ■ Chapter 1: 3D Modeling

2D Profiles to 3D Models Methods

The following illustrations show the 2D profile geometry used to create the surface and solid models using different creation methods. When the surface or solid is created, you can have the original profile geometry automatically deleted or maintained, or you can be prompted to keep or delete the geometry based on the DELOBJ system variable setting.

Creation Method Initial 2D Profile Surface and Solid Models

Created from 2D Profiles

Planar Surface

Multiple Segmented Solids

Extruded

Revolved

Swept

Lofted

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 51: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Creating Models from 2D Profiles ■ 51

Surface or Solid

The following chart summarizes the characteristics of the profile geometry and the model type you create when extruding, revolving, sweeping, or lofting that profile.

Example of Models Created from 2D Profiles

Every object around you can be modeled from geometry drawn as a profile: objects such as the desk you sit at, the building you sit in, and the roads and sidewalks you travel on.

A specific example would be to use the geometry in a site plan and create a 3D representation of that site. You can use the outline of the building’s foundation to create a solid model showing the building’s location, shape, and size. Then illustrate the grade of the site by generating a surface that is a loft between the different contour lines.

About the Right-Hand Rule of Rotation

During the process of revolving a profile around an axis, you have the option to revolve either a full 360 degrees or a specified angle. If you specify an angle, that value can be positive or negative. When you understand the right-hand rule, you can determine if you should specify a positive or negative value to achieve the needed results.

Definition of the Right-Hand Rule of Rotation

You can apply the right-hand rule of rotation when repositioning an object in 3D space by rotating it. Or you can use it to assist you in determining the positive and negative direction of revolution when creating a surface or solid model.

Characteristics of 2D Profile Surface Solid

A single object creating a closed loop. X

A single object creating an open loop. X

An open or closed loop composed of multiple objects. X

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 52: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

52 ■ Chapter 1: 3D Modeling

To determine the positive direction of revolution, start by pointing your thumb in the positive direction of the axis to revolve around. Then curl your fingers toward your palm. The direction your fingers curve indicates the positive direction of revolution.

Example of Applying the Right-Hand Rule of Rotation

In the following example, the 2D geometry on the left was copied so it could be used as the 2D profile for the two revolved solids. During the Revolve command, the axis of revolution was defined as going along the edge of the solid box. Based on the right-hand rule and with a representation shown in the illustration, to create the first solid revolve (1), you specify a positive value. To create the second revolved solid (2), you specify a negative value.

About Choosing a Model Creation Method

As you learn more model creation methods, you have more methods to choose from when creating your designs. In some cases, the same model design can be created using very different modeling methods. In those cases, the right modeling method to use is the quickest one. To help you determine which method to use, there are a few questions you should consider prior to starting your design. Once you know the questions to ask yourself, you will be able to identify when to create the model from profile geometry instead of solid primitives.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 53: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Creating Models from 2D Profiles ■ 53

How to Decide Which Model Creation Method to Use

Each time you begin the process of creating a model, you follow a decision-making process similar to the one shown here.

Creating a Model Using the Extrude Command

You use the Extrude command to create 3D models from geometry representing a 2D profile of that model. When you extrude a profile, a model is created a specified distance and direction between the original planar profile and a projection of that profile. You create a solid model if you select a single closed loop object. If you select open loop geometry or a closed loop composed of separate objects, you create a surface model.

Extruding geometry representing a profile of a desired model is an easy way to create a multisided model. This method of solid model creation can be quite a bit faster than creating and combining primitive solids. You will be more productive and successful in extruding profiles if you know how to use the Extrude command and its options to control the model’s creation.

In the following illustration, different models were created from variations of the same profile shape and command options.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 54: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

54 ■ Chapter 1: 3D Modeling

Command Access

Extrude Options

Following the command prompts and a typical workflow, you create a 3D model by selecting the planar profile geometry and then specifying a positive or negative height. You specify the height by typing in a value or by clicking a point in the drawing. After you specify the height, the model is created in a direction perpendicular to the plane where the profile geometry resides. You can use the Extrude command’s suboptions to create a 3D model that meets your design criteria.

Extrude

Command Line: EXTRUDE

Menu: Draw > Modeling > Extrude

Toolbar: Modeling

Ribbon: Home tab > 3D Modeling panel > Extrude

Option Description

Direction Use to specify a linear extrusion direction and distance other than perpendicular to the plane of the cross-sectional geometry. The face at the end of the extrusion is parallel to the plane where the cross-sectional geometry resides.

Path Use to extrude the cross-sectional geometry along other geometry. You can create the path anywhere in space and the extrude will follow a parallel path starting at the cross-sectional geometry. Throughout the path and on the end, the cross section will be perpendicular to the path and not parallel to its original plane.

NOTE: This option is very much like the Sweep command except the model is created based on the position of the cross-sectional geometry and not the path location.

Taper Angle Use to have the model get narrower or wider as it extrudes away from the cross-sectional geometry. Specify a positive angle value to have the model get smaller and a negative angle value to have it get larger as it extrudes.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 55: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Creating Models from 2D Profiles ■ 55

Procedure: Creating a Model Using Extrude

The following steps give an overview of creating a model by extruding a 2D profile.

Surface model was created because the closed loop was not a single object, unlike the other four examples, where the closed loop was a single object.

Solid model created after specifying a height and following the default workflow.

The results of using the Direction suboption and specifying a direction between two points.

The results of using the Path suboption and selecting the 3D spline shown.

The results of specifying a positive Taper Angle and a height.

1. Draw the 2D profile.

2. Start the Extrude command.

3. Select the objects to be extruded.

4. If the model needs to get larger or smaller as the profile is extruded, select and specify a taper angle.

5. Specify the height, or select the creation method Direction or Path.

6. If you selected the Direction or Path suboptions, specify the distance and direction of the extrusion by clicking the two points or selecting the geometry.

7. Select Yes or No to delete or keep the defining objects if the DELOBJ system variable is set to prompt before deleting or keeping the defining objects.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 56: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

56 ■ Chapter 1: 3D Modeling

Creating a Model Using the Loft Command

You use the Loft command to create models of free form shape. This can be a model that changes from one shape to another or one that changes its size and orientation in 3D space. When you create a lofted model, you select multiple cross sections and the model transitions in size, shape, and form from one cross section to another. The shape and size of a lofted model can also be influenced by other cross sections that act as guide rails as it transitions its shape and size between the cross sections. You create a solid model if you select a closed loop object for the cross sections. If you select open loop geometry or a closed loop composed of separate objects for the cross sections, then you will create a surface model.

In the following illustration, the Loft command was used to create different models from the same set of geometry. The differences between them arise from the cross sections, guides, paths, or options that were used in their creation.

Input geometry for the different models. Consists of two closed loop cross sections, one a circle and the other a polyline; and three open loop cross sections, two lines and a spline.

Surface model created by selecting the open loop geometry as the cross sections and the closed loop geometry as guides.

Solid model created by selecting the closed loop geometry as the cross sections and the open loop geometry as guides.

Solid model created by selecting the closed loop geometry as the cross sections and the spline on the right as a path.

Solid model created by only selecting the closed loop geometry and selecting the Ruled loft setting.

Solid model created by only selecting the closed loop geometry and selecting the Smooth Fit loft setting.

Solid model created by only selecting the closed loop geometry and selecting the Draft Angles loft setting with a 90 degree start angle and end angle for 50% of the distance.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 57: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Creating Models from 2D Profiles ■ 57

Command Access

Loft Options

Following the command prompts and a typical workflow, you create a 3D model by selecting a minimum of two cross-section profiles in the order in which they are to transition from one to the other. You then control the way the loft transitions from one profile to the other by selecting a transition method in the Loft Settings dialog box.

Instead of defining the lofted model with just the cross-section profiles, you can also use guiding geometry or a path. Once you understand the impact and use of the Loft command’s options, you will be able to use them to create your 3D designs more quickly and easily.

Loft

Command Line: LOFT

Menu: Draw > Modeling > Loft

Toolbar: Modeling

Ribbon: Home tab > 3D Modeling panel > Loft

Option Description

Guides Use to control the shape and way the model transitions from one profile to another. You can select either multiple open or multiple closed loops as guides but they must intersect each profile. Ensure the LOFTNORMALS system variable is set to 1 prior to starting the Loft command and using the Guides option.

Path Use to select a single object that defines the route to create the model between the profile. It can be an open or closed loop but it must intersect each profile.

Cross-Sections Only The default option. Use to create a model that transitions only between the selected profiles. You control the transition method from one profile to the other with the options in the Loft Settings dialog box.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 58: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

58 ■ Chapter 1: 3D Modeling

Cross Section Transition Options

Select from one of the four options to control the loft transition when using the Cross-Sections Only option.

Procedure: Creating a Model Using Loft

The following steps give an overview of creating a model by lofting cross-section profiles.

Ruled – Use to create a loft that transitions from one cross section to another in a linear fashion. When more than two cross sections are selected, you will have an edge at any cross section between the first and last cross section.

Smooth Fit – Use when you select more than two cross sections and you want a smooth aesthetic transition between all of the cross sections.

Normal To – Use to have the model transition so its sides are perpendicular to the plane for all cross sections, for the start and end cross sections only, for the start cross section only, or for the end cross section only.

Draft Angles – Use to set the transition angle and the percentage of the distance between the cross sections of the model sides for the start and end cross sections.

1. Draw the cross-section profiles.

2. Draw the guiding geometry or path the cross sections will transition through if you want to control the loft’s creation in this manner.

3. Start the Loft command.

4. Select the cross sections in the order in which they are to loft from one to the other.

5. Specify what will control the transitioning from one cross section to another by selecting guiding geometry, geometry as a path, or just the cross sections themselves.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 59: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Creating Models from 2D Profiles ■ 59

Creating a Model Using the Planar Surface Command

You use the Planar Surface command to create surfaces in a flat plane. You either draw a rectangular surface in a flat plane or convert a closed loop planar object into a planar surface. Closed loop planar objects you can convert include circles, ellipses, polylines, and splines. If you convert a closed loop object, the DELOBJ system variable determines whether the original object is automatically deleted. Planar Surface can be used to provide a backdrop for viewing or rendering.

In the following illustration, the rectangular planar surface was newly created within the command and the other surfaces were created from existing closed loop planar objects.

Command Access

6. If the transition is controlled by the cross section, in the Loft Settings dialog box, specify the control method.

7. Select Yes or No to delete or keep the defining objects if the DELOBJ system variable is set to prompt before deleting or keeping the defining objects.

When drawing geometry in 3D space for a loft’s profiles, guiding geometry, or path, start by creating solid primitives as bounding boxes to your design. You can then use the dynamic UCS functionality and object snaps to quickly and easily draw the geometry in 3D space.

Planar Surface

Command Line: PLANESURF

Menu: Draw > Modeling > Planesurf

Toolbar: Modeling

Ribbon: Home tab > 3D Modeling panel > Planesurf

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 60: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

60 ■ Chapter 1: 3D Modeling

Procedure: Creating a Planar Surface

The following steps give an overview of creating a planar surface.

Creating a Model Using the Polysolid Command

You create multiple segmented solids using the Polysolid command. Multiple segmented solids are 3D solids that consist of a rectangular profile and a single line path the rectangular profile follows. When creating a solid using Polysolid, you first set the width and height values for the rectangle profile. Then you draw the path of lines and arcs, like drawing a polyline, or select existing geometry to define the path. Being able to set the size and create the path of the solid is vital to achieving the proper final results.

In the following illustration, the solid model on the left was created by drawing lines and an arc segment and the solid model on the right was created by selecting an existing circle. Converting circles in this manner can be an efficient way of creating tubular solid models.

Command Access

1. Start the Planar Surface (Planesurf) command.

2. If creating a new rectangular planar surface, specify the first corner. If converting a closed loop planar object, select the Object suboption.

3. Specify the other corner of the rectangular planar surface or select the objects to convert to planar surfaces.

4. Select Yes or No to delete or keep the defining objects if you are converting an object and the DELOBJ system variable is set to prompt before deleting or keeping the defining objects.

Polysolid

Command Line: POLYSOLID

Menu: Draw > Modeling > Polysolid

Toolbar: Modeling

Ribbon: Home tab > 3D Modeling panel > Polysolid

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 61: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Creating Models from 2D Profiles ■ 61

Options for Creating Solid Models Using Polysolid

Following the command prompts and a typical workflow, you create a 3D solid by drawing straight line segments in the same plane that will be located in the center at the bottom of the solid model. Before clicking the beginning point of the first straight line segment, you should set the height and width of the rectangular profile.

In the following illustration, a solid model was created following the center path from left to right. The defining characteristics of the rectangular profile are also notated.

Polysolid Options

You can select a variety of suboptions within the Polysolid command to create a model that meets your design criteria.

Option Description

HeightUse to set the distance from the plane the path is being drawn on to the top of the rectangular profile.

WidthUse to set the width of the rectangular profile.

JustifyUse to align the rectangular profile relative to the path being drawn. Options are Left, Center (the default), and Right justification.

Arc Use to create arc instead of straight path segments. Select the Arc suboption Direction to change the direction the arc is tangent to the last point, so you can draw the arc in a direction other than its default direction.

Line Use to switch back to creating straight path segments after selecting the Arc suboption.

Close Use to have the last segment automatically connect to the start point of the first segment.

Object Use to make use of existing planar geometry as a path for the rectangular profile.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 62: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

62 ■ Chapter 1: 3D Modeling

Procedure: Creating a Solid Model Using Polysolid

The following steps give an overview of creating a solid model using the Polysolid command by drawing the path within the command.

Procedure: Creating a Solid Model from Existing Objects Using Polysolid

The following steps give an overview of creating a solid model based on existing planar objects using the Polysolid command.

Creating a Model Using the Revolve Command

You use the Revolve command to create an arcing or circular 3D model from geometry representing a profile of that model. When you revolve a profile, you spin the profile around a defined axis. The amount of revolution can be a full 360 degrees or any start and stop angle within 360 degrees. You create a solid model if you select a single closed loop object as the profile. If you select open loop geometry or a closed loop composed of separate objects, then you create a surface model.

For some models that show material that is bent, rolled, or cast in an arc or circular shape, revolving a profile is the only way to achieve the needed results. In other cases it will just be a lot faster to draw a profile and revolve it than to create and combine solid primitives. You will be more productive and successful in revolving profiles if you know how to use the Revolve command and its options to control the model’s creation.

1. Start the Polysolid command.

2. Ensure the Height, Width, and Justify suboptions are set according to your design requirements.

3. Specify the starting point.

4. Switch back and forth between the Arc and Line suboptions and specify the next point for the needed straight and arc segments.

5. Press ENTER to complete the command.

1. Start the Polysolid command.

2. Ensure the Height, Width, and Justify suboptions are set according to your design requirements.

3. Select the Object suboption.

4. Select the objects to use as paths.

5. Select Yes or No to delete or keep the defining objects if the DELOBJ system variable is set to prompt before deleting or keeping the defining objects.Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 63: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Creating Models from 2D Profiles ■ 63

In the following illustration, different models were created from variations of the same profile shape and command options.

Command Access

Surface model was created because the profile geometry was modified to be individual objects, unlike the other three examples where the profiles were closed loops.

Solid model created after defining the axis and revolving 360 degrees.

The results of specifying 180 degrees instead of 360 degrees.

The results of specifying a starting angle other than 0 and not revolving a full 360 degrees.

Revolve

Command Line: REVOLVE

Menu: Draw > Modeling > Revolve

Toolbar: Modeling

Ribbon: Home tab > 3D Modeling panel > Revolve

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 64: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

64 ■ Chapter 1: 3D Modeling

Revolve Options

Following the command prompts and a typical workflow, you create a 3D model by selecting the planar profile geometry, specifying the start and end points for the axis of revolution, and specifying the total number of degrees the profile revolves. The positive and negative angle of revolution is determined by the axis of revolution and the right-hand rule of rotation. The positive direction for the axis of revolution extends from the first axis point you pick toward the second axis point. You can select different suboptions of the Revolve command to create a 3D model that meets your design criteria.

Procedure: Creating a Model Using Revolve

The following steps give an overview of creating a model by revolving a 2D profile.

Creating a Model Using the Sweep Command

You use the Sweep command to create a model that has a more free form or compound shape; that is, a shape that is not solely linear and does not have a single axis it can revolve around. You create a swept model by having planar profile geometry follow the path defined by another piece of geometry. You create a solid model if you select a single closed loop object as the profile. If you select open loop geometry or a closed loop composed of separate objects as the profile, then you create a surface model. When selecting the sweep path, you can only select one object but that object can be an open or closed loop.

Option Description

Object Use to revolve the selected profile geometry around a line segment. For purposes of applying the right-hand rule, the positive direction of the axis extends from the closest endpoint of the selected line toward the other end.

X / Y / Z Use to revolve the selected profile geometry around its corresponding axis in the current coordinate system alignment.

Start Angle Use to have the profile start revolving and creating a model at a position other than the plane on which it resides. The angle you specify follows the right-hand rule of rotation around the defined axis of revolution.

1. Draw the 2D profile. Also draw the axis to revolve around if you want to use the Object suboption to define the axis of revolution.

2. Start the Revolve command.

3. Select the objects to be revolved.

4. Define the axis to revolve around.

5. Specify the angle of revolution.

6. Select Yes or No to delete or keep the defining objects if the DELOBJ system variable is set to prompt before deleting or keeping the defining objects.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 65: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Creating Models from 2D Profiles ■ 65

By sweeping a profile along a path to create a model, you can create a complex model quickly and easily without having to create and combine multiple models to achieve the required results. You will be more productive and successful in sweeping profiles along a path if you know how to use the Sweep command and its options to control the model’s creation.

In the following illustration, the Sweep command was used to create the models. The differences between them arise from the profiles or paths that were selected or the suboption that was used in their creation.

Command Access

Solid model created by sweeping the square along the helical path shown to the right of the model.

Two solid models of the same square profile swept along the same straight line. The difference occurred when the right model had an angle value set for the Twist suboption.

Solid model created after sweeping the closed loop profile along the spline path.

Surface model was created because the profile was modified to be individual objects, unlike the other three examples where the profile was a closed loop.

Sweep

Command Line: Sweep

Menu: Draw > Modeling > Sweep

Toolbar: Modeling

Ribbon: Home tab > 3D Modeling panel > Sweep

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 66: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

66 ■ Chapter 1: 3D Modeling

Sweep Options

Following the command prompts and a typical workflow, you create a 3D model by selecting the planar profile geometry and then the path that the geometry follows. When the model is created, the mathematical center point of the cross section aligns with the starting point of the path. The planar profile geometry also rotates in 3D space so it is perpendicular to the path’s starting point. You can control and change the way the profile is swept along the path by selecting and changing the values of the different command suboptions.

Once you understand the impact and use of the Sweep command’s options, you can identify how to use them to create your 3D designs more quickly and easily.

Additional Object Types

In addition to the standard objects that can be swept or used as a path, such as lines, arcs, and circles, the following objects can also be used within the Sweep command.

Procedure: Creating a Model Using Sweep

The following steps give an overview of creating a model by sweeping a 2D profile.

Option Description

Alignment Use to have the profile geometry maintain its current angle at the start point of the path instead of it being rotated so it is perpendicular to the start point of the path. Also set to No if, during the automatic alignment, the profile is getting flipped or rotated in the wrong direction.

Base Point Use to select a point on the profile geometry, other than its center, that you want to have match up with the path.

Scale Use to have the profile be a specific factor larger or smaller than the original profile geometry. Use to create a complex model just by drawing one profile and one path.

Twist Use to rotate the profile geometry a specified number of degrees as it travels from the start to the end of the path. Use to create a complex model just by drawing one profile and one path.

Object Type Sweep Uses

Planar faces of a solid Press CTRL+select to use as the swept profile.

Edges of a solid or surface Press CTRL+select an edge to use as the path for the sweep.

1. Draw the 2D profile.

2. Draw the path for the sweep unless you will be using existing edges of a solid or surface.

3. Start the Sweep command.

4. Select the profile objects to sweep.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 67: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Creating Models from 2D Profiles ■ 67

Creating a Model Using the Presspull Command

Using the Presspull command, you create a solid model by pressing or pulling a planar bounded area. You can create multisided models from profile areas very quickly using this method. You create them quickly since these areas are often the result of different operations or the intersection of different objects. Since this command only requires a closed boundary, you do not have to modify the existing geometry or create a new single object outlining the area for the purpose of creating a solid model.

In the following illustration, several planar objects are shown intersecting each other and thereby creating multiple bounded areas. The solid models were then created using the Presspull command and by selecting within two of those bounded areas.

5. Select the suboption Alignment, Base Point, Scale, or Twist to change the model’s creation behavior or values from the defaults.

6. Select the path.

NOTE: To select an edge from a solid or surface, hold the CTRL key while selecting the edge.

7. Select Yes or No to delete or keep the defining objects if the DELOBJ system variable is set to prompt before deleting or keeping the defining objects.

When drawing a planar profile in a different alignment in 3D space and a path that traverses through 3D space, start by creating solid primitives as bounding boxes to your design. You can then use the dynamic UCS functionality and object snaps to quickly and easily draw the planar profile and paths in 3D space.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 68: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

68 ■ Chapter 1: 3D Modeling

Command Access

Bounded Areas for Pressing or Pulling

When pressing or pulling a bounded area, you create a solid model in a positive or negative perpendicular direction relative to the plane of the bounded area. The resulting solid model has the characteristics of an extruded solid model.

The bounded areas you can press or pull include:

■ Areas defined as a closed loop but created with multiple individual planar objects.■ Areas defined by the intersection of multiple planar objects.■ Areas defined by planar faces.■ Areas defined by the intersection of planar objects and the edges of a planar face.

Procedure: Creating Solids with Presspull

The following steps describe how to create solids with the Presspull command.

Presspull

Command Line: PRESSPULL, or hold CTRL+ALT

Toolbar: Modeling

Ribbon: Home tab > 3D Modeling panel > Presspull

When you press or pull a bounded area of a face on a 3D model, that solid model becomes a composite solid if it was not previously defined as one. The pressed or pulled area then becomes a new consumed solid.

1. Create boundaries that represent massing objects by drawing objects such as circles, polylines, and rectangles.

NOTE: In this example, each circle intersection represents a potential presspull boundary.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 69: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Creating Models from 2D Profiles ■ 69

Creating a Helical Path

Unlike lines, circles, and arcs that can be used to represent all types of design items, the main purpose of the helix is to function as a path for a swept or lofted model. Being able to access the Helix command and create a helical path as required for your design can save you time in completing your 3D model.

In the following illustration, different helical paths illustrate the results of some of the available creation and command options.

Command Access

2. On the Home tab, 3D Modeling panel, click Presspull; or press and hold CTRL+ALT. Click and drag inside each boundary to adjust the height.

Helix

Command Line: Helix

Menu: Draw > Helix

Toolbar: Modeling

Ribbon: Home tab > Draw > Helix

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 70: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

70 ■ Chapter 1: 3D Modeling

Helix Options

Following the command prompts and a typical workflow, you create a 3D helix by specifying the center point of the base, the radius or diameter of the base, the radius or diameter of the top, and the height of the helix. To create a planar spiral using the Helix command, you specify the center point of the spiral, the outside or inside radius or diameter, the radius or diameter of the opposite of what was just specified, and a height of zero (0).

Once you understand the impact and use of the Helix command’s options, you can identify how they can assist you in creating your 3D designs more quickly and easily. After setting the options and creating the helix, you can access and manipulate the values of these suboptions through the Properties tool palette.

Procedure: Creating a Helix

The following steps give an overview of creating a helix.

Option Description

Axis Endpoint Use to specify the top center point of the helix. This value sets the helix height. It also reorients the helix so its center axis extends from its base center point to the selected axis endpoint, in effect rotating the helix to this new alignment.

Turns Use to set the number of revolutions for the helix. You can specify a whole or decimal value.

Turn Height Use to set a positive distance between each turn. You can also think of this value as the pitch between revolutions of the helix.

Twist Use to set the rotation of the helix to clockwise or counter-clockwise.

1. Start the Helix command.

2. Specify the center point of the base.

3. Specify the radius or diameter of the base.

4. Specify the radius or diameter at the top for a 3D helix. Or, specify the inner- or outer-most radius or diameter for a planar spiral.

5. Select a suboption to modify the creation of the helix or specify the height.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 71: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Creating Models from 2D Profiles ■ 71

Exercise: Create Solid Models from 2D Profiles

In this exercise, you create an arched doorway by creating solid models from 2D profiles.

The completed exercise

Completing the Exercise

To complete the exercise, follow the steps in this book or in the onscreen exercise. In the onscreen list of chapters and exercises, click Chapter 1: 3D Modeling. Click Exercise: Create Solid Models from 2D Profiles.

1. Open the I_Creating-Solids-from-2D-Profiles.dwg or M_Creating-Solids-from-2D-Profiles.dwg drawing.

2. On the ribbon Home tab, click Extrude on the 3D Modeling panel.

3. To extrude the two cyan objects:

■ Select the two cyan objects.■ Press ENTER.■ When prompted for the extrusion height,

enter a value of 6'-8" [2100].

4. Make the Archway-Sweep layer current and freeze the Post-Extrude layer.

5. On the ribbon Home tab, click Sweep on the 3D Modeling panel.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 72: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

72 ■ Chapter 1: 3D Modeling

6. To sweep the orange profile:

■ Select the orange profile.■ Press ENTER.■ When prompted to select the sweep

path, enter A for alignment and press ENTER.

■ When prompted to align the sweep object perpendicular to the path, enter N for no.

■ When prompted to select a sweep path, select the green path.

7. To prepare to create the ornamental button:

■ Thaw the Button layer and make it current.

■ Freeze the Archway-Sweep layer.

8. To restore the ornament view:

■ On the ribbon Home tab, select Ornament in the View list on the View panel.

9. On the ribbon Home tab, click Revolve on the 3D Modeling panel.

10. To create the ornamental button:

■ Select the magenta profile.■ Press ENTER.

■ When prompted for the axis start point, select point (1) from the illustration.

■ When prompted for the axis end point, select point (2).

11. When prompted for the angle of revolution, enter 360.

12. Thaw all layers and zoom to the drawing extents.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 73: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Creating Models from 2D Profiles ■ 73

13. To rotate the UCS in preparation for using the Array command:

■ On the ribbon View tab, click the X on the UCS panel.

■ When prompted for a rotation angle, enter 90.

14. On the ribbon Home tab, click Array on the Modify panel.

■ In the Array dialog box, click the Select Objects button and select the solid you revolved previously located near the lower right part of the extrusion. Press ENTER.

■ For rows, enter 7.

■ For Columns, enter 2.■ For Row Offset enter 1' [300].■ For Column Offset, enter -2'-9" [-850].

15. Click OK.

16. On the ribbon View tab, click World on the UCS panel.

17. Zoom to the drawing extents.

18. Save and close all files.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 74: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

74 ■ Chapter 1: 3D Modeling

Exercise: Create Surface Models from 2D Profiles

In this exercise, you combine surface models with existing solid models to complete an assembly of a staircase. You use surface modeling commands and profile geometry to create the surface models.

The completed exercise

Completing the Exercise

To complete the exercise, follow the steps in this book or in the onscreen exercise. In the onscreen list of chapters and exercises, click Chapter 1: 3D Modeling. Click Exercise: Create Surface Models from 2D Profiles.

1. Open C_Creating-Surfaces-from-2D-Profiles.dwg.

2. To set a system variable so that a profile is not consumed by a solid feature:

■ Enter DELOBJ on the command line.■ Enter 0.

NOTE: This variable specifies that all defining geometry is retained when creating a 3D object.

3. Make the Extrude layer current and Freeze all other layers.

4. Zoom in on the square.

5. On the ribbon Home tab, click Extrude on the 3D Modeling panel.

6. To create an extruded surface:

■ Select all four segments that form the square.

■ Press ENTER.■ When prompted for the extrusion height,

enter -4 (specify a negative value).

7. Repeat the Extrude command.

8. To create another surface:

■ Select the bottom line as illustrated.■ Press ENTER.

NOTE: If you are experiencing problems selecting the bottom line, make sure you performed step 2 as instructed, and make sure you extruded the surface in a negative direction as indicated in step 6.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 75: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Creating Models from 2D Profiles ■ 75

9. To enclose the box:

■ When prompted for the extrusion height, move the cursor in the positive Z direction and enter 4.

■ Copy the new surface to the other side.

10. Thaw the CenterLine and Revolve layers.

11. Make the Revolve layer current.

12. Freeze the Extrude layer.

13. Zoom in on the profile.

14. On the ribbon Home tab, click Revolve on the 3D Modeling panel.

15. To create the ornament:

■ Select the cyan profile.■ Press ENTER.■ When prompted for the axis start point,

enter O for object.■ When prompted to select objects, select

the centerline.■ When prompted for the angle of

revolution, enter 360.

16. Thaw the Sweep layer and make it current.

17. Freeze the Revolve layer.

18. On the ribbon Home tab, click Sweep on the 3D Modeling panel.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 76: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

76 ■ Chapter 1: 3D Modeling

19. To create the hand rail:

■ Select the profile.■ Press ENTER.■ When prompted to select the sweep

path, enter A for Alignment and press ENTER.

■ When prompted to align the sweep object perpendicular to the path before the sweep, enter No.

■ When prompted to select the sweep path, select the path.

20. Thaw all layers.

21. Save and close all files.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 77: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Creating Models from 2D Profiles ■ 77

Exercise: Create Sweeps

In this exercise, you use the Sweep command to create a spring completing a coil over a shock assembly.

The completed exercise

Completing the Exercise

To complete the exercise, follow the steps in this book or in the onscreen exercise. In the onscreen list of chapters and exercises, click Chapter 1: 3D Modeling. Click Exercise: Create Sweeps.

1. Open C_Coil-Over-Shock.dwg.

2. Freeze the Retainer layer.

3. On the ribbon Home tab, click Circle on the Draw panel.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 78: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

78 ■ Chapter 1: 3D Modeling

4. To create the cross-section for the spring:

■ When prompted to specify a center point, select the bottom of the helix path.

■ When prompted to specify a radius, enter 4.

■ Press ENTER.

5. To create the spring:

■ On the ribbon Home tab, click Sweep on the 3D Modeling panel.

■ When prompted to select objects, select the circle.

■ Press ENTER.■ When prompted to select the path, select

the helix path.

6. Thaw the Retainer layer.

7. Save and close all files.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 79: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Creating Models from 2D Profiles ■ 79

Exercise: Create Lofts

In this exercise, you use the Loft command to create the handle section of a razor.

The completed exercise

Completing the Exercise

To complete the exercise, follow the steps in this book or in the onscreen exercise. In the onscreen list of chapters and exercises, click Chapter 1: 3D Modeling. Click Exercise: Create Lofts.

1. Open C_Create-Loft.dwg.

NOTE: The grid is turned off for clarity.

2. On the ribbon Home tab, click Loft on the 3D Modeling panel.

3. To define the cross sections for the loft:

■ Select the four cross sections in order from right to left.

■ Press ENTER.

4. To create the loft:

■ When prompted to enter an option, enter P.

■ When prompted to select the path curve, select the spline.

5. To combine the two solids:

■ On the ribbon Home tab, click Union on the Solid Editing panel.

■ When prompted to select objects, select the two solids. Press ENTER.

6. Save and close all files.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 80: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

80 ■ Chapter 1: 3D Modeling

Exercise: Mass Shapes with 3D Solids

In this exercise, you create a massing model of proposed office buildings. You use 3D primitives and the Presspull command to create the shapes.

The completed exercise

Completing the Exercise

To complete the exercise, follow the steps in this book or in the onscreen exercise. In the onscreen list of chapters and exercises, click Chapter 1: 3D Modeling. Click Exercise: Mass Shapes with 3D Solids.

1. Open C_Massing-Shapes.dwg.

2. To set the DELOBJ system variable to delete profiles used for extrusions:

■ Enter DELOBJ.■ Enter 1.■ Press ENTER.

3. To mass building shapes with the box primitive:

■ On the ribbon Home tab, click Box on the 3D Modeling panel.

■ Using the Node object snap, select points (1) and (2).

■ Enter 36.■ Press ENTER.

4. Repeat the previous step for the other three buildings.

5. To hide the points:

■ On the Menu bar, click Format menu > Point Style.

■ Select the top-left option in the Point Style dialog box.

■ Click OK.

Your model should appear as shown.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 81: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Creating Models from 2D Profiles ■ 81

6. To mass the parking garage using the Presspull command:

■ Press and hold CTRL+ALT.■ Select a point inside the circle.■ Drag the cursor upwards and enter 48.■ Press ENTER.■ Using the same steps, presspull the other

two regions.

7. To make the shapes resemble a parking garage:

■ Thaw the Extrusions layer.■ On the ribbon Home tab, click Extrude on

the 3D Modeling panel.■ Select the four rectangle profiles (1).■ Press ENTER.■ Select the endpoints (2) and (3).

8. To complete the parking garage:

■ On the ribbon Home tab, click Subtract on the Solid Editing panel.

■ Select the three building shapes (the two circles and the box).

■ Press ENTER.■ Select the four extruded profiles.■ Press ENTER.

Your parking garage massing should appear as shown.

9. To view how your massing compares to surrounding structures:

■ Thaw the Surrounding Structures layer.■ On the ribbon Home tab, click

Constrained Orbit on the View panel. Rotate your view to see the conceptual design from different angles.

10. Save and close all files.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 82: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

82 ■ Chapter 1: 3D Modeling

Exercise: Model a Hair Dryer

In this exercise, you use the concepts and procedures covered in this lesson to create a 3D model of a half of a hair dryer housing.

The completed exercise

Completing the Exercise

To complete the exercise, follow the steps in this book or in the onscreen exercise. In the onscreen list of chapters and exercises, click Chapter 1: 3D Modeling. Click Exercise: Model a Hair Dryer.

1. Open M_3D-Hair-Dryer.dwg.

2. To model the handle:

■ On the status bar, turn on Dynamic Input.■ On the ribbon Home tab, click Extrude on

the 3D Modeling panel.■ Select the handle profile and press

ENTER.■ Drag the cursor downward and enter

12.5 and press ENTER.

3. To model the main body:

■ On the ribbon Home tab, click Loft on the 3D Modeling panel.

■ Select the profiles (1), (2), and (3) of the main body from right to left as shown and press ENTER.

■ Enter G and press ENTER to specify the Guides option.

■ Select the guide profiles (4) and (5) as shown and press ENTER.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 83: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Creating Models from 2D Profiles ■ 83

4. To model the outlet extension:

■ On the ribbon Home tab, click Revolve on the 3D Modeling panel.

■ Select the rectangular profile (1) and press ENTER.

■ Enter O to specify the Object option and press ENTER.

■ Select the centerline (2).■ Enter 180 to specify the angle of

revolution and press ENTER.

5. To model the handle grips:

■ Make the Sweep layer current.■ On the ribbon Home tab, click Sweep on

the 3D Modeling panel.■ Select the four small circles (1) on the

handle and press ENTER.■ Select the profile (2).

6. Your model should appear as shown.

7. Save and close all files.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 84: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

84 ■ Chapter 1: 3D Modeling

Lesson: Creating Composite Solids

Overview

This lesson describes how to join, subtract, and intersect solid objects to create composite solid models. With the ability to create composite solids, you can create accurate, detailed, and realistic solid models from more basic solid shapes.

After completing this lesson, you will be able to create a composite solid by joining, subtracting, and intersecting solid models.

In the following illustration, different solid primitives were brought together and joined, subtracted, and intersected to create the initial shape of the hydraulic pump body.

Objectives

After completing this lesson, you will be able to:

■ Describe the characteristics and benefits of composite solids.■ Union solids to create a composite solid.■ Subtract solids to create a composite solid.■ Intersect solids to create a composite solid.■ Check solid models for interference.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 85: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Creating Composite Solids ■ 85

About Composite Solids

You create composite solid models by combining multiple solid objects into a new single model. With an understanding of the characteristics of composite solids and how they are created, you can create your designs more quickly using more basic building block shapes. In many cases, you will be able to create complex models from basic solid primitive shapes.

In the following illustration, a composite solid was created from basic solid primitives to show detail in the base of a fluted column.

Definition of Composite Solid Models

To create a composite solid, you combine two or more solids into a single model using a Boolean operation. Boolean operations for creating composite solids include:

■ Union – Joins multiple solid models into a single solid model.■ Subtract – Removes the intersecting material of one or more solid models from another

solid model.■ Intersect – Creates a new model based on the volume of intersecting material of multiple

solid models.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 86: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

86 ■ Chapter 1: 3D Modeling

In the following illustration, the same set of three solids were used with different Boolean commands to create the resulting composite solids as shown.

Composite Solid Properties

When you create a composite solid, its properties are directly impacted by the layer and color property settings of the solid models selected for its creation. When you do a Boolean operation, the resulting composite solid resides on the layer of the first selected solid and maintains any property overrides that the solid has. If the other selected solids have their color set to ByLayer, then the faces from those solids display with the same color as the layer of the first selected solid. If any of the solid models you select after the first solid model have specific colors defined, that is, something other than ByLayer, then the faces on the composite solid created from those solid models continue to display their original color.

Since the solid that results from a Boolean operation resides on the layer of the first selected solid and maintains any overrides of that solid, make sure the first solid you select has the properties you want and that it resides on the appropriate layer. Then you won’t have to change the properties of the composite solid model after creating it.

The original set of three independent solids. The rectangle’s grips are active to illustrate that the solid models are all separate.

Shows the results of unioning the three separate models. The composite model’s grips are active to illustrate the model volume is now defined within this single composite solid.

Shows the results of subtracting the cylinder and cone from the rectangle.

Shows the resulting solid when calculating the intersection between the rectangle and cylinder.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 87: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Creating Composite Solids ■ 87

In the following illustration, three separate solids were unioned together. The first result (1) shows the composite solid when the color property for the cylinder is set to something other than ByLayer. The second result (2) shows the composite solid when all of its component solids have their color properties set to ByLayer.

Example: More Detailed Designs with Composite Solids

The level of detail you create in your designs is usually based on your design needs and available design time. The following illustration is an example of a floor lamp composed of composite solids. These composite solids add a slightly higher level of detail and realism to the overall design and therefore add more realism to a room design when the lamp is added.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 88: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

88 ■ Chapter 1: 3D Modeling

Creating Solids Using Union

You use the Union command to combine two or more solid objects into a single composite model. During the operation of the command, you select all the solids you want to join into a single composite solid. Upon completion of the command, all of the selected solid objects are consumed into a new composite solid.

In the following illustration, a set of objects have been joined together in the process of creating a model of a new building design. The top two images are displayed in wireframe for better visualization of the changes that had occurred before and after the union.

Command Access

Union

Command Line: UNION

Menu: Menu Browser > Modify > Solid Editing > Union

Toolbar: Modeling

Toolbar: Solid Editing

Ribbon: Home tab > Solid Editing panel > Union

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 89: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Creating Composite Solids ■ 89

Procedure: Creating a Composite Solid Using Union

The following steps give an overview of creating a composite solid by unioning multiple solid models together.

Creating Solids Using Subtract

You use the Subtract command to remove material from a solid based on the volume of other intersecting solids. During the operation of the command, you define two separate selection sets of solid models. The first set of selected solid models are the ones you want to keep. The second set of solids are the ones you want to subtract from the first set.

Upon completion of the command, the first set of selected solids are unioned together and then the second set of solids are subtracted from the first set. All of the selected solid models are consumed into that new composite solid. The solids that were subtracted from the first set are no longer available for future Boolean operations.

In the following illustration, the concept of a new building design is further refined with the subtraction of another set of solids.

1. Start the Union command.

2. Select the solid models you want to union, remembering that the properties of the resultant solid are impacted by those of the first solid selected.

3. Press ENTER.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 90: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

90 ■ Chapter 1: 3D Modeling

Command Access

Procedure: Creating a Composite Solid Using Subtract

The following steps give an overview of creating a composite solid by subtracting one set of solids from another set.

Subtract

Command Line: SUBTRACT

Menu: Menu Browser > Modify > Solid Editing > Subtract

Toolbar: Modeling

Toolbar: Solid Editing

Ribbon: Home tab > Solid Editing panel > Subtract

1. Start the Subtract command.

2. Select the solids you want to keep and have the volume of other solids subtracted from.

3. Press ENTER.

4. Select the solids to subtract from the first selected solids.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 91: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Creating Composite Solids ■ 91

Creating Solids Using Intersect

You use the Intersect command to create a single solid model from common space shared by two or more solids. When prompted to select objects, you can window select all of the solid models, or select them individually. Upon completion of the command, all of the selected solid models are consumed into that new composite solid.

In the following illustration, a more complex looking model was created from the area of intersection of two basic solid primitives.

Command Access

5. Press ENTER. The second set of solids is now subtracted from the first selection set.

Intersect

Command Line: INTERSECT

Menu: Menu Browser > Modify > Solid Editing > Intersect

Toolbar: Modeling

Toolbar: Solid Editing

Ribbon: Home tab > Solid Editing panel > Intersect

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 92: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

92 ■ Chapter 1: 3D Modeling

Procedure: Creating a Composite Solid Using Intersect

The following steps give an overview of creating a composite solid based on the intersection of multiple solid models.

Checking Interference

You use the Interfere command to determine if two or more solids occupy the same space. This is useful for locating interferences when you do not want solid models to overlap. It can also help you to ensure you have the proper amount of overlap for those conditions when you do want them to interfere, like mechanical assembly press fits.

In the following illustration, the bushing appeared to be too large for the housing so they were checked for interference. During the process of checking for interference, a solid model of the interference was created and is shown on the far right.

Command Access

1. Start the Intersect command.

2. Select the solid models, remembering that the properties of the resultant solid are impacted by the first solid selected.

3. Press ENTER.

Interfere

Command Line: INTERFERE

Menu: Modify > 3D Operations > Interference Checking

Ribbon: Home tab > Solid Editing panel > Interference Checking

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 93: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Creating Composite Solids ■ 93

Options for Interference Checking

Following the command prompts and a typical workflow, you will select the models you want to check for interference in two different selection sets. The first set of solid models you select will be checked for interference against the second set of selected solid models. When you select two sets of solids, the solid models within the same selection set are not checked against each other for interference. Checking for interference in this manner will be quicker than checking all the solid models against each other for interference.

If you do need to check a set of solid models to see if they interfere with each other, you will then want to follow a slightly different workflow. Select all of the solids in the first selection set and do not select any solids in the second set. By selecting them all in only one selection set, then all of the solid models will be checked for interference against each other.

After selecting the solid models for the selection set or sets, the Interference Checking dialog box will display if an interference is detected. You will also see a red solid model indicating the amount and location of the detected interference. You can select to keep this separate solid model for future use like measuring it or using it in a Boolean operation. If no interference is detected, you will be informed as such on the command line.

The Interfere command has two suboptions to help you select solid models within a block and to view interference results in the manner you prefer.

Interference Settings Dialog Box

In the Interference Objects area, set the visual style, the color of the interference solid, and whether or not to highlight the interfering pair or the interference. In the Viewport area, set the visual style for all other solids in the drawing.

Option Description

Nested Selection Use when you need to select a solid model that is within a block definition.

Settings Use to display the Interference Settings dialog box so you can change the reporting visual styles and model color when an interference is detected.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 94: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

94 ■ Chapter 1: 3D Modeling

Interference Checking Dialog Box

Within the Interference Checking dialog box, you can view how many solids were in the first and second selection sets and how many pairs of solids interfered. You can also view the interference by manually zooming, panning, and rotating the display, or click Previous or Next to have the display automatically zoom to the pairs of model interference. Deselecting the Delete Interference Objects Created On Close option keeps the interference solid model in the drawing after closing the dialog box.

Procedure: Checking for Interference

The following steps give an overview of checking for interference between multiple solid models.

Use Interference Checking to create a new solid model from overlapping solid objects when you want to keep the selected solid objects as individual objects (unlike using the Intersect command where the selected solid objects would be consumed into the new composite solid).

1. Start Interference Checking.

2. Select the first set of solid objects.

3. Press ENTER.

4. Select the second set of solid objects.

5. Press ENTER.

6. If interference is detected, view and interpret the displayed results.

7. If you want the solid objects of the intersecting area to remain after you close the dialog box, clear the option to delete the interference objects prior to closing the Interference Checking dialog box.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 95: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Creating Composite Solids ■ 95

Exercise: Create Composite Solids - Mechanical

In this exercise, you use Boolean commands to complete a hydraulic pump cover and assembly. You also inspect the assembly by checking for interference.

The completed exercise

Completing the Exercise

To complete the exercise, follow the steps in this book or in the onscreen exercise. In the onscreen list of chapters and exercises, click Chapter 1: 3D Modeling. Click Exercise: Create Composite Solids - Mechanical.

1. Open C_MECH-Composite-Solids.dwg.

The drawing displays the solid objects in a fashion similar to the following illustration.

This illustration identifies and names the parts for clearer reference in subsequent exercise steps.

Hose

Bushing

Clearance

Socket Head Cap Screw

Emboss

Cap

Housing

2. Union the cap and the emboss:

■ Zoom in and orbit to the area where the cap and the emboss meet.

■ On the Home tab, Solid Editing panel, click Union.

■ When prompted to select objects, select the cap, then the emboss.

■ Press ENTER.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 96: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

96 ■ Chapter 1: 3D Modeling

Take note of the color property of the resulting solid compared to the original colors of the selected solids. Resulting properties are determined by the order in which the solids are selected.

3. Expose the clearance objects:

■ Thaw the Clearance layer.■ Use Constrained Orbit to verify the

locations for both sides.

4. To subtract the clearance objects from the cap:

■ On the Home tab, Solid Editing panel, click Subtract.

■ When prompted to select objects, select the cap.

■ Press ENTER.■ When prompted to select objects, select

the four clearance objects.■ Press ENTER.

NOTE: When working with the subtraction command, one should keep extra objects on hand. Several copies of the clearance objects were made because the objects are consumed when the subtraction is complete. The original solid should be placed elsewhere or could be stored in a library for use in other projects.

5. Position the cap and the screws:

■ Use the Move command to position the cap on the housing. Use object snaps to make sure it is placed correctly onto the housing.

■ Thaw the Screw layer.■ On the Home tab, Modify panel, click

Move.■ Position the screw into one of the holes

on the cap as shown.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 97: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Creating Composite Solids ■ 97

6. Install additional socket head cap screws:

■ On the Home tab, Modify panel, click Copy.

■ Make three additional copies of the socket head cap screw.

■ Position the screws into each of the remaining holes on the cap.

7. On the Home tab, View panel, click the 3D Wireframe Visual Style.

8. To check for interference:

■ On the Home tab, Solid Editing panel, click Interference Checking.

■ When prompted to select the first set of objects, select the housing and cap.

■ Press ENTER.■ When prompted to select the second set

of objects, select the four screws.■ Press ENTER.■ Because an interference was detected,

the Interference Checking dialog box displays with information on the interference and display options.

9. To add a solid object from the interference:

■ A solid model also appears to visually represent the interference (1) as identified in the following illustration.

■ Clear the Delete Interference Objects Created on Close check box.

■ Click Close in the Interference Checking dialog box. The preview of the interference is created as a solid object in the model.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 98: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

98 ■ Chapter 1: 3D Modeling

10. To subtract the interference object:

■ Use the Subtract command to work with the interference object.

■ Select the Housing and press ENTER.■ Select the created interference object

and press ENTER.

NOTE: Running the interference checking command multiple times will create multiple solids in the same place.

11. Use the Interference Checking command to validate that there is no longer an interference between the housing, cap, and screws.

Next, a new bushing is required to complete the assembly. The hose and bushing have already been moved into place, but you have a few remaining steps to complete it.

12. To intersect the bushing with the hose:

■ On the Home tab, View panel, click Realistic Visual Style.

■ Thaw the Hose and Bushing layers.■ On the Home tab, Solid Editing panel,

click Intersect.■ When prompted to select objects, select

the bushing, then the hose.

■ Press ENTER.

13. Move the bushing to the housing.

14. Save and close all files.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 99: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Creating Composite Solids ■ 99

Exercise: Create Composite Solids - Architectural

In this exercise, you use Boolean commands to complete a decorative lamp. You also inspect the assembly by checking for interference.

The completed exercise

Completing the Exercise

To complete the exercise, follow the steps in this book or in the onscreen exercise. In the onscreen list of chapters and exercises, click Chapter 1: 3D Modeling. Click Exercise: Create Composite Solids - Architectural.

1. Open C_ARCH-Composite-Solids.dwg.

The drawing displays the solid objects in a fashion similar to the following illustration.

This illustration identifies and names the parts for clearer reference in subsequent exercise steps.

Core

Pole

Base

Shade

Ornament

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 100: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

100 ■ Chapter 1: 3D Modeling

2. Zoom in to the base of the pole. On the Home tab, View panel, click 3D Wireframe visual style to expose the core.

3. Subtract the core from the pole:

■ On Home tab, Solid Editing panel, click Subtract.

■ When prompted to select objects, select the pole.

■ Press ENTER.■ When prompted to select objects, select

the core.

4. Move the pole to the base:

■ On the Home tab, View panel, click Realistic visual style.

■ Thaw the Base layer.■ Use the Move command with the Center

object snap to position the pole to the center of the base.

5. Union the base and pole:

■ On the Home tab, Solid Editing panel, click Union.

■ When prompted to select objects, select the base and the pole.

■ Press ENTER.

Take note of the color property of the resulting solid compared to the original colors of the selected solids. Resulting properties are determined by the order in which the solids are selected.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 101: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Creating Composite Solids ■ 101

6. Position the lamp shade to the top of the pole:

■ Thaw the Shade layer.■ Zoom to the top of the model as shown.■ Start the Move command.■ Use the Center object snap, select the

bottom of the hole in the shade (1).■ Use the Center object snap, select the

small step near the top of the pole (2).

■ For ease of selection in subsequent steps, set the Visual Style to 3D Wireframe

7. Check for interference:

■ On the Home tab, Solid Editing panel, click Interference Checking.

■ Select the lamp shade for the first set of objects. Press ENTER.

■ Select the pole for the second set of objects. Press ENTER.

■ Use the Pan and Zoom buttons on the Interference Checking dialog box to view the interference.

■ Because an interference was detected, the Interference Checking dialog box displays with information concerning the interference and display options.

8. Adding a solid object from the interference:

■ A solid model appears to visually represent the interference (1) as identified in the following illustration.

■ Clear Delete Interference Objects on Close check box.

■ Click Close in the Interference Checking dialog box. The preview of the interference is created as a solid object in the model.

9. Subtract the interference object from the lamp shade:

■ Start the Subtract command.■ Select the lamp shade and press ENTER.■ Select the created interference object

and press ENTER.■ Set the Visual Style to Realistic.■ Use the Interference Checking command

to validate that there is no longer an interference between the lamp shade and pole.

10. Set the Visual Style to Realistic.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 102: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

102 ■ Chapter 1: 3D Modeling

11. Use the Interference Checking command to validate that there is no longer an interference between the lamp shade and pole.

12. Position the ornament box pieces together:

■ Thaw the Ornament and Alignment layers.

■ Zoom to the Ornament box pieces.■ Using the Move command with object

snaps, position the two pieces together as shown.

■ Use Move command with Endpoint object snap to position top bottom halves of box and enclose the ornament.

13. Intersect the ornament boxes:

■ On the Home tab, Solid Editing panel, click Intersect.

■ Select both ornament boxes.■ Press ENTER.

14. Move the ornament to the top of the base as shown.

15. Array the ornament:

■ On the Home tab, Modify panel, click Array. Verify the settings as shown:

■ In the Array dialog, click the Polar Array option.

■ Select the ornament for the array.■ Use the center of the base, or center of

the alignment circle, as the center point of the array.

■ For the total number of items, enter 6.■ For the Angle to fill, enter 360.■ Verify Rotate items as copied is checked.■ Preview and accept the array.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 103: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Creating Composite Solids ■ 103

16. Union the lamp and the ornaments:

■ On the Home tab, Solid Editing panel, click Union.

■ When prompted to select objects, select the lamp, then the six ornament objects.

■ Press ENTER.

17. Right-click the ViewCube. Click Home.

18. Save and close all files.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 104: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

104 ■ Chapter 1: 3D Modeling

Lesson: Working in 3D

Overview

This lesson describes the 3D coordinate system and how to define a custom coordinate system, control the display of the coordinate system icon, and acquire points in 3D space.

Being able to adjust the current coordinate system for geometry creation and to acquire the proper point in 3D space is an important part of being able to create your design as quickly and as efficiently as possible.

In the following illustration, the same model is shown with different active coordinate systems and tracking a point in 3D space.

Objectives

After completing this lesson, you will be able to:

■ Describe the relationship of the Cartesian coordinate system and 3D design.■ Change the orientation and location of the coordinate system.■ Change the display of the UCS icon.■ Describe how to change the coordinate systems dynamically while in a geometry creation or

modification command.■ Acquire a point in 3D space by tracking or filtering from other points.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 105: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Working in 3D ■ 105

About the Cartesian Coordinate System

When you create 2D drawings, you create geometry on the XY plane. In many cases, the only time you give the coordinate system any thought is when you are entering an absolute or relative point. As you create geometry in 3D, you will need to reorient the coordinate system to create and modify the geometry. In this section of the lesson, you learn about the Cartesian coordinate system and how it can help you create 3D designs.

In the following illustration, the icons show the direction of the X, Y, and Z axes of the Cartesian coordinate system based on the current viewing direction. The left icon is shown in its shaded mode and the right one in its wireframe form.

Definition of the Cartesian Coordinate System

Computer-aided drafting and design (CADD) systems base their positioning of points in 3D space on the Cartesian coordinate system. The Cartesian coordinate system is composed of three axes (X, Y, and Z) at 90 degrees to each other. These intersecting axes define the origin point for the coordinate system and three flat planes. The origin point is the location where each axis value is 0 (zero). The three planes are defined by pairs of axes which create the XY, XZ, and YZ planes.

There is one preset coordinate system and you cannot change it. This coordinate system is referred to as the world coordinate system (WCS). When you begin to create 3D models, you will find working only from the WCS to be challenging at times. To make it easier to create and modify geometry, you can define a user coordinate system (UCS). You can define a UCS at any place or orientation in space and you can define as many as you need. When you define a new UCS, you define a new origin location and direction for the X, Y, and Z axes. The way you define a new coordinate system depends on the geometry you have created and the geometry you are trying to create or modify. In some cases, you will have the coordinate system automatically change based on a flat face you hover your cursor over. In other cases, you will manually reorient and reposition the coordinate system. This manual adjustment can be as simple as moving the origin to a new location, reorienting it by picking three points in space, or rotating its alignment around one axis.

By default, the drawing displays an icon to help you visualize the orientation of the current coordinate system and its origin location. This default icon labels the X, Y, and Z axes and also color codes them: Red for the X axis, green for the Y axis, and blue for the Z axis.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 106: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

106 ■ Chapter 1: 3D Modeling

The following image illustrates the planes defined by the different axes of the Cartesian coordinate system. Plane 1 is the XY plane defined by the X and Y axes. Plane 2 is the YZ plane defined by the Y and Z axes. Plane 3 is XZ plane defined by the X and Z axes.

Example of the Need to Change the Coordinate System

When creating a 3D design, you sometimes need to create solid or 2D geometry starting on a face that is not in line with the world coordinate system (WCS). In those cases, you need to define your own coordinate system to achieve the needed results. In the following illustration, the icon shows the axis orientation for the WCS. The different geometry was drawn on the different faces of the models by changing to a user coordinate system. For example, the circle was drawn on the angled face using standard 2D drawing procedures after the coordinate system’s X and Y axes were set in alignment with the edges of the face.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 107: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Working in 3D ■ 107

Changing the Coordinate System

In this section, you learn about the UCS command. This includes learning how to access the command, the procedure, and the workflow for using the command, and the most often used options of the command.

When you place objects into your 3D model, your working planes tend to be different than the objects you need to place, thus making object placement more difficult to do. Therefore, you need to be able to define your own coordinate system(s) in order to make object placement easier. The UCS you define then enables you to create the geometry you need in the appropriate location and orientation.

In the end, the process of creating a 3D model can be made much simpler when you break down your model into smaller flat sections within the WCS.

In the following illustrations, different coordinate system orientations and alignments are shown simultaneously on two models. One shows UCS placement on a house and the other shows UCS placement on a mechanical part. Though only one coordinate system can be active at any one time, these images illustrate how different the orientation and origins of user coordinate systems can be from the WCS.

Command Access

UCS

Command Line: UCS

Menu: Menu browser > Tools > New UCS

Toolbar: UCS

Toolbar: UCS II

Ribbon: View tab > UCS panel

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 108: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

108 ■ Chapter 1: 3D Modeling

Options for Defining a UCS

Following the typical workflow and command options, you either reposition the origin of the coordinate system while keeping its current X, Y, Z axis alignment, or you completely reorient and reposition the coordinate system based on three points in space. To reposition the origin, you start the UCS command, click the new origin point, and then press ENTER. To reorient and reposition, click a point on the X axis after clicking the new origin point, and then click a third point to define the XY plane.

Instead of defining a new UCS based on the default prompts and options, you can define the UCS based on other criteria. The following options are some of the most frequently used for defining a new UCS.

Icon Option Description

World Use to set the coordinate system back to the world coordinate

system.

Named UCS Use to display the UCS dialog box, save a UCS, and activate a saved

UCS.

Previous Use to step the coordinate system back to the alignment and

position it was previously.

Face Use to align the coordinate system to a selected flat surface or

solid face.

Object Use to align the coordinate system to a selected object.

View Use to align the coordinate system to the XY plane perpendicular to

your viewing direction.

Origin Use to move the coordinate system origin to a selected point.

Z Axis Use to align the coordinate system to a point and specified Z axis.

3 Point Use to align the coordinate system to point and specified X and Y

axes.

X Use to rotate the coordinate system around the X axis.

Y Use to rotate the coordinate system around the Y axis.

Z Use to rotate the coordinate system around the Z axis.

Apply Use to apply the current UCS setting to all viewports or a specified

viewport.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 109: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Working in 3D ■ 109

Procedure: Creating a User Coordinate System

The following steps give an overview of creating a user coordinate system.

1. Determine the orientation needed for the UCS.

2. Start the UCS command option based on how you will orient the UCS.

3. Create the needed geometry.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 110: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

110 ■ Chapter 1: 3D Modeling

Changing the UCS Icon Display

While creating a 3D model, you may encounter times when you want the coordinate system icon to display a certain way, in a specific location, or not at all. To change the display of the coordinate system icon, you need to access the Ucsicon command and apply the options available for changing its display. This section of the lesson covers how to access the command, its options, and the standard procedure for its use.

In the following illustrations, the UCS icon is shown in two different locations. Where it is set to display at the 0,0,0 point for the three axes, the display of the icon is visually disruptive to the model view. In the image on the right, it is forced to display in the lower-left corner of the viewport where it does not disrupt the model view.

Command Access

UCSICON

Command Line: UCSICON

Menu: Menu browser > View > Display > UCS Icon

Ribbon: View tab > UCS panel > Display UCS Icon

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 111: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Working in 3D ■ 111

Options for Changing the UCS Icon Display

You can use the following options with the command.

Procedure: Setting the UCS Icon Display

The following steps give an overview of setting the display of the UCS icon.

Option Description

On Use to turn on the display of the UCS icon.

Off Use to turn off the display of the UCS icon.

All Use when you have your drawing window split into multiple viewports. Select this option before one of the other options to have that option apply to all viewports.

Noorigin Use to have the UCS icon always display in the lower-left corner of the viewport.

Origin Use to have the UCS icon display at the origin location of the current coordinate system. If the origin is too close to the edge of the viewport or outside of the area being displayed, the UCS icon then is displayed in the lower-left corner.

Properties Use to display the UCS Icon dialog box and set the style, size, and color of the UCS icon.

The options described above only appear when the UCSICON command is accessed from the command line. Other UCS related buttons apply to specific functionality of the UCS command.

Different coordinate system icons are displayed in paper space and model space. In both cases, a plus sign (+) appears at the base of the icon when it is positioned at the origin of the current UCS. The letter W appears in the Y portion of the icon if the current UCS is the same as the world coordinate system.

1. Start the Ucsicon command from the command line.

2. Select the properties options to change the style, size, or color of the UCS icon.

3. Specify the display of the UCS icon at the origin or no origin.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 112: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

112 ■ Chapter 1: 3D Modeling

Changing the Coordinate System Dynamically

Whether you are initially creating 3D models or 2D geometry in 3D space, the alignment of the coordinate system plays a crucial role in achieving the required results. While in a command to create new geometry, you have the option to dynamically change the coordinate system. For this option to be available, you need to have Dynamic UCS turned on. You can view and change the Dynamic UCS setting through the status bar’s DUCS button.

With Dynamic UCS turned on, hovering your cursor over an existing flat face of a solid model while in a command that creates new geometry causes that face to highlight and the crosshairs to orient on that face.

If you click to define the starting point for that command while the face is highlighted, then a new UCS is temporarily defined for the duration of creating that new geometry. When you complete the command, the coordinate system that was active prior to creating that new geometry is activated again. This temporary dynamic coordinate system defines its XY plane to be coplanar to the highlighted face.

In the following illustration, a circle is shown being created on a face that was not in alignment with the coordinate system when the command was initially executed. The UCS was dynamically defined based on the highlighted face.

4. Toggle the display of the UCS icon on or off.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 113: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Working in 3D ■ 113

Command Access

Procedure: Dynamically Changing the UCS

The following steps give an overview for dynamically changing the UCS.

Dynamic UCS Icon

Command Line: UCSDETECT

Status Bar: or

1. Execute a command to create new 2D or 3D geometry.

2. Ensure Dynamic UCS is on by viewing the DUCS button on the status bar. Turn it on if it is currently off.

3. Hover your cursor over the flat face that you want to begin drawing on. The edges of an acquired face display as dashed lines.

4. Click to specify the start point of the new geometry. While the face is highlighted, you can object snap to or track from points and still have the UCS align to that face.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 114: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

114 ■ Chapter 1: 3D Modeling

Acquiring Points in 3D Space

You specify points in 3D space in much the same manner as in 2D space, except you supply a third value for the Z axis. If you want to type in an absolute or relative coordinate value, you include a Z value by entering the coordinate as X,Y,Z. You can also track in 3D space by combining the settings for running object snap, object snap tracking, and polar tracking or ortho. When tracking through a point not on the current coordinate system’s XY plane, you track parallel to one of the current coordinate system axes. Another useful method of acquiring an exact location in 3D space is to use coordinate filters. Through the use of filters, you specify a point by combining the X, Y, and Z values from other specified point locations.

You will find the process of creating your design in 3D easier and quicker if you can quickly establish the correct location in 3D space for your design geometry.

In the following illustration, the start point for a new line is being tracked in the positive Z direction.

5. Enter the remaining values and input required to create the new geometry and finish the command.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 115: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Working in 3D ■ 115

About Coordinate Filters

You use coordinate filters to specify a point relative to a collection of other points or a set distance from a specific point. Coordinate filters are also referred to as point filters. You access point filters from the Object Snap shortcut menu (SHIFT+right-click) or by entering one of the options when the active command prompts you to specify a point.

When you activate a filter and snap to a point or enter a value, you are specifying what the value should be for that filter coordinate. For example, if you use the .Z (the “.” denotes a filter) filter and snap to the corner of a 3D model, you return the Z value from that corner. You would then need to specify the X and Y values. You could specify those values by snapping to another location, entering their values, or using their respective filters and snapping to two other locations. The combination of the filtered Z value and the X and Y values would constitute the location of the new point.

In the following illustration, a set of solid models is displayed in four viewports showing the top, front, right side, and isometric directional views. The center of the sphere was based on the point filters and object snaps as identified in the isometric view. The top view also shows the X and Y filter locations and the right side view also shows the Z filter location.

Coordinate Filter Options

Use the following options to filter coordinate values.

Option Description

.X Use to snap to a point and only return its X value and then specify or filter for the Y and Z values.

.Y Use to snap to a point and only return its Y value and then specify or filter for the X and Z values.

.Z Use to snap to a point and only return its Z value and then specify or filter for the X and Y values.

.XY Use to return the X and Y values of an existing point. You then specify or filter for the Z value.

.XZ Use to return the X and Z values of an existing point. You then specify or filter for the Y value.

.YZ Use to return the Y and Z values of an existing point. You then specify or filter for the X value.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 116: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

116 ■ Chapter 1: 3D Modeling

Procedure: Tracking in 3D Space

The following steps give an overview for using 3D tracking to acquire points.

Procedure: Filtering Coordinate Points

Guidelines

■ If you experience problems with displaying objects, snapping to objects, or using object tracking while a 3D visual style is active, switch to the 2D Wireframe visual style and then switch back to a 3D visual style.

■ When working in a 3D view, reducing the number of active object snaps will also reduce the number of inadvertent point acquisitions.

If you are using point filters for the X or Y value but specifying the remaining coordinate values, you need to enter a value as a placeholder for the X or Y. So if you are using the .X filter and you want to enter an absolute Y and Z value, you need to enter a value for X. For example, the Y and Z values both need to be 5 and the X filter for the required corner returns 11.65. When prompted for the YZ, you enter 1,5,5. The 1 in this case acts as a placeholder and is automatically substituted with 11.65. In this case, 1 was used as the placeholder but any number could be used.

1. To track from an existing point, you must first be prompted by a command to specify a point.

2. Turn on object snaps and object snap tracking as well as polar tracking or ortho and set them with your required values and options.

3. Acquire the tracking point by passing your cursor over an object snap location on the geometry you want to track.

4. Track in any 3D direction from the acquired point and either click to specify the location or enter a distance value.

1. To use point filters, you must first be prompted by a command to specify a point.

2. Decide what you already know, or have available to you, as it relates to the geometry of the drawing. Then decide what you are trying to find regarding the new point being specified.

3. Execute the proper point filter based on what you decided in the previous step.

4. Specify an absolute value or snap to another point to return its corresponding coordinate value.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 117: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Working in 3D ■ 117

Exercise: Work with the UCS

In this exercise, you use the options of the UCS command to create 2D and 3D geometry on different planes of a solid model. The planes created provide the base for adding additional features or solids in different orientations.

The completed exercise

Completing the Exercise

To complete the exercise, follow the steps in this book or in the onscreen exercise. In the onscreen list of chapters and exercises, click Chapter 1: 3D Modeling. Click Exercise: Work with the UCS.

1. Open M_Working-with-the-UCS.dwg.

2. To turn off the Dynamic UCS, do the following:

■ On the status bar, if the Dynamic UCS button is selected, click to turn off Dynamic UCS.

■ If the button is not selected, Dynamic UCS is already turned off.

3. On the Home tab, Draw panel, click Circle.

4. To create a circle, do the following:

■ Draw a circle near the UCS icon as shown.

Notice the orientation of the circle relative to the solid model.

5. To create a new UCS, do the following:

■ On the ribbon, View tab, click 3-Point on the UCS panel.

■ Using the endpoint or intersection object snap, select the points indicated in the order shown.

6. Start the Circle command.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 118: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

118 ■ Chapter 1: 3D Modeling

7. To create a profile on the angled face, do the following:

■ When prompted for a centerpoint, select the approximate center of the angled face, or you can use the M2P Osnap to obtain the centerpoint of the face.

■ When prompted for the radius, click the face to create the circle.

8. On the Home tab, 3D Modeling panel, click Press/Pull.

9. To presspull the circle, do the following:

■ Select a point inside the circle andenter -5.

■ Press ENTER.

10. To align the UCS to a face, do the following:

■ On the UCS toolbar, click Face UCS.■ Select a point on the face of the part as

shown.■ Press ENTER to accept the orientation.

11. Draw and presspull the rectangular slot as shown.

12. If necessary, adjust your isometric view to see the three cylindrical features on the right side.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 119: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Working in 3D ■ 119

13. To orient the UCS, do the following:

■ Click Menu browser > Tools > New UCS > 3 Point.

■ When prompted for a new origin point, using the Center object snap, select the base of the left cylinder.

■ When prompted for a positive location on the X axis, using the Center object snap, select the base of the right cylinder.

■ When prompted for a positive location on the Y axis, using the Center object snap, select the top of the left cylinder.

14. To save the UCS for future use, do the following:

■ Click Menu browser > Tools menu > Named UCS to display the UCS dialog box.

■ Right-click the Unnamed UCS and click Rename.

■ Enter Ribs for the new name.■ Click OK.

15. Start the Rectangle command.

16. To create 2D profile geometry for the rib, do the following:

■ When prompted for the first corner, enter 0,0.

■ When prompted for the other corner, enter @26,10.

17. On the Home tab, 3D Modeling panel, click Extrude.

18. To extrude the profile, do the following:

■ Select the profile. Press ENTER.■ Move the cursor on the positive Z axis.■ Enter 2. Press ENTER.

19. Save and close all files.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 120: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

120 ■ Chapter 1: 3D Modeling

Exercise: Use a Dynamic UCS

In this exercise, you use a Dynamic UCS to draw 3D primitives and 2D geometry. You subtract the resulting geometry from the original model.

The completed exercise

Completing the Exercise

To complete the exercise, follow the steps in this book or in the onscreen exercise. In the onscreen list of chapters and exercises, click Chapter 1: 3D Modeling. Click Exercise: Use a Dynamic UCS.

1. Open C_Use-Dynamic-UCS.dwg.

2. To turn on Dynamic UCS:

■ On the status bar, if Dynamic UCS is selected, click to turn Dynamic UCS on.

■ If Dynamic UCS is highlighted, Dynamic UCS is on.

3. On the Home tab, 3D Modeling panel, click Box.

4. To draw a box on the angled face:

■ When you position your cursor over the angled face, the UCS icon reorients to the new face.

■ Click two points as indicated to create the rectangle.

■ Enter -20 in the dynamic input field for the height.

■ Press ENTER.

5. On the Home tab, Solid Editing panel, click Subtract.

6. To subtract the box from the main solid:

■ Select the main solid shape.■ Press ENTER.■ Select the new solid primitive.■ Press ENTER.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 121: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Working in 3D ■ 121

7. Start the Circle command.

8. To draw a circle on the main solid:

■ As you position the cursor for the center point, as shown, the cursor flips to indicate the new UCS.

■ Select a point near the point indicated.■ Enter 5.■ Press ENTER.

9. On the Visualize tab, Visual Styles panel, click X-Ray.

10. On the ribbon Home tab, click Extrude on the 3D Modeling panel.

11. To extrude the circle:

■ Select the circle.■ Press ENTER.■ Select the corner endpoint as shown.

12. On the Home tab, Solid Editing panel, click Subtract.

13. To subtract the extruded circle from the main solid:

■ Select the main solid object.■ Press ENTER.■ Select the new extruded circle.■ Press ENTER.

14. Save and close all files.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 122: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

122 ■ Chapter 1: 3D Modeling

Exercise: Use Dynamic Feedback

In this exercise, you use Dynamic Feedback to quickly lay out a concept for a proposed building site.

The completed exercise

Completing the Exercise

To complete the exercise, follow the steps in this book or in the onscreen exercise. In the onscreen list of chapters and exercises, click Chapter 1: 3D Modeling. Click Exercise: Use Dynamic Feedback.

1. Open C_Dynamic-Feedback.dwg.

NOTE: The grid is turned off and colors enhanced in this image for clarity.

2. On the Home tab, 3D Modeling panel, click Box.

3. To create the lot:

■ On the status bar, make sure Dynamic Input is selected.

■ Select one corner of the large rectangle.■ When prompted for the other corner,

select the diagonally opposite corner.■ When prompted for the height, move the

cursor in the negative Z direction and enter 12.

4. Make the Building layer current.

5. Start the Box command.

6. To create the building:

■ Select one corner of the cyan rectangle.■ When prompted for the other corner,

select the diagonally opposite corner.■ When prompted for the height, move the

cursor in the positive Z direction and click as shown in the following illustration.

7. Make the Landscape layer current.

8. On the Home tab, 3D Modeling panel, click Cone.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 123: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Working in 3D ■ 123

9. To create three trees:

■ When prompted for the center point of the base, select the center of a circle.

■ When prompted for the base radius or diameter, select a point on the diameter of the circle.

■ When prompted for the height, move the cursor in the positive Z direction as shown in the following illustration.

■ Repeat for the other two circles.

10. Make the Walk layer current.

11. Start the Box command.

12. To create the walkway:

■ Select one corner of the small rectangle.■ When prompted for the other corner,

select the diagonally opposite corner.■ When prompted for the height, move the

cursor in the positive Z direction and enter 1.

13. Make the Drive layer current.

14. Start the Box command.

15. To create the driveway:

■ Select one corner of the rectangle.■ When prompted for the other corner,

select the diagonally opposite corner.■ When prompted for the height, move the

cursor in the positive Z direction and enter 1.

16. Save and close all files.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 124: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

124 ■ Chapter 1: 3D Modeling

Exercise: Track with Object Snaps in 3D - Architectural

In this exercise, you use Object Snaps and Tracking to create an overhanging roof.

The completed exercise

Completing the Exercise

To complete the exercise, follow the steps in this book or in the onscreen exercise. In the onscreen list of chapters and exercises, click Chapter 1: 3D Modeling. Click Exercise: Track with Object Snaps in 3D - Architectural.

1. Open I_Tracking-with-Object-Snaps-in-3D.dwg or M_Tracking-with-Object-Snaps-in-3D.dwg.

2. Adjust the status bar and apply the following settings:

■ Turn on OSNAP, Endpoint object snap, Extension object snap, Polar Tracking, and Object Snap Tracking.

■ Turn Dynamic UCS and Dynamic Input off.

3. On the Home tab, 3D Modeling panel, click Box.

4. To create and position the first corner of a flat roof:

■ Hover the cursor over the back post to acquire the top corner endpoint (1).

■ Move the cursor in the negative Y direction (2) and, with the tracking vector displayed, enter 19'-0" [6000].

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 125: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Working in 3D ■ 125

5. To create and position the flat roof:

■ Hover the cursor over the far-right corner of the right-hand post to acquire the endpoint.

■ Move the cursor in the positive Y direction and, with the tracking vector displayed, enter 4" [100].

■ Move the cursor in the positive Z direction and enter 0'-3" [75].

6. On the Home tab, Modify panel, click Move.

7. To define the basepoint for the maximum height bar:

■ Select the cylinder at the base of the pole.■ Press ENTER.■ Select any point in the drawing area near

the cylinder as the base point and move the cursor in the positive Z direction.

Notice the orientation of the UCS icon. The UCS is active on the XY plane, but you are tracking in Z.

8. To move the maximum height bar into position, enter 11'-6" [3500] for the second point.

9. Save and close all files.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 126: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

126 ■ Chapter 1: 3D Modeling

Exercise: Track with Object Snaps in 3D - Mechanical

In this exercise, you use Object Snaps and Tracking to create a mechanical part.

The completed exercise

Completing the Exercise

To complete the exercise, follow the steps in this book or in the onscreen exercise. In the onscreen list of chapters and exercises, click Chapter 1: 3D Modeling. Click Exercise: Track with Object Snaps in 3D - Mechanical.

1. Open M_Tracking-with-Object-Snaps-in-3D-Mech.dwg.

2. Adjust the status bar and apply the following settings:

■ Turn on OSNAP, Endpoint object snap, Extension object snap, Polar Tracking, and Object Snap Tracking.

■ Turn off Dynamic UCS, Dynamic input.

3. On the Home tab, 3D Modeling panel, click Box.

4. To create and position the first corner of the part channel:

■ Hover the cursor over the back corner to acquire the top corner endpoint (1).

■ Move the cursor in the negative Y direction (2) and, with the tracking vector displayed, enter 60.

5. To create and position the part extension:

■ Hover the cursor over the far-right corner of the right-hand post to acquire the endpoint.

■ Move the cursor in the positive Y direction and, with the tracking vector displayed, enter 50.

■ Move the cursor in the positive Z direction and enter 25.

6. On the Home tab, Solid Editing panel, click Union.

7. Select the two solid objects and press ENTER.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 127: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

Lesson: Working in 3D ■ 127

8. On the Home tab, 3D Modeling panel, click Cylinder.

9. Placing the cylinder on top of the part:

■ Enter M2P for obtaining the Midpoint between 2 Points object snap.

■ Select two opposite corners on the top of the part.

■ Enter 10 for the radius and 15 for the height.

10. Save and close all files.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale

Page 128: drh2.img.digitalriver.comdrh2.img.digitalriver.com/DRHM/Storefront/Company/... · 1 Chapter 1 3D Modeling Chapte r 1: The lessons covered in this chapter familiarize you with 3D modeling

128 ■ Chapter 1: 3D Modeling

Chapter Summary

In this chapter, you were introduced to the 3D environment and learned the commands and methods for creating 3D models. During the process of modeling your ideas, you decide which creation method achieves your required results. You then execute the commands and options to create solid primitives, solid or surface models from 2D profiles, or a composite model from multiple solid models to represent the design.

Having completed this chapter, you can:

■ Explain the differences in 3D model types and how you view and display the models.■ Create solid models from primitive shapes.■ Create surface and solid models from 2D profile geometry.■ Create a composite solid by joining, subtracting, and intersecting solid models.■ Describe the 3D coordinate system, and how to define a custom coordinate system, control the

display of the coordinate system icon, and acquire a point in 3D space.

Sample Chapter

Autodesk® Intellectual Property

Not Valid for Sale or R

esale