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Have you ever tried to control the shape of a curved form in the Family Editor? If so, you know that flexing them sometimes throws you a curve ball. In this course, Paul F. Aubin explores several techniques to tame your unruly parametric curves. This includes examples of circles, arcs, arches, splines, and even complex curves like cyma moldings. The real power comes in with formulas, profile families, and proportions, which allow you to mathematically control your curves. At the end of this course, we can't guarantee you'll never have misbehaving curves, but we'll give you several useful tools to help tame them.
So let's continue our exploration of various arch shapes, and move on to a Gothic arch. So the challenge here is that at the top of the Gothic arch, it has to come to a point, so we can't use just a single curve in this case. We're actually going to need two curves. However, don't let that fool you it's really basically the same approach that we've just completed in the previous two movies. In other words, if we look carefully at the Gothic arch it's basically two segmental arches, at an angle, that are touching one another to make that point at the top.
So let's take a look at that. So I'm back in the Face Based seed family, and this is in the Seed Families folder with the exercise files, and its back to the original version of it, so you'd want to do a save as to create your Gothic arch. Next, I want to make a few changes, like we had done previously, so that the basic set up is going to be similar to the segmental arch approach that we took a few movies ago. So I'm going to delete the front reference plane here, and I'm going to rename a couple of these. So the center front back, I'm going to rename as spring line.
And the one called back, I'm going to rename as top. I'm going to take this dimension and I'm going to label it with the H dimension to make that the height. Now these dimensions here, I want to take both of those and just sort of drag those up a little bit to get them out of the way. And then I'm going to take the height and I'm going to flex that to about two. So I now have a square in here but really what I want to think about is the diagonal from this point right here down to this point right here.
And I essentially want to create two diagonal arches, two segmental arches. So we're going to borrow some techniques that we've done in some of the previous movies. The first is to use a reference line to create the structure for this arch. So I'm going to click on the Reference Line tool. I'm going to start right here at the intersection of spring line and left. Snap to that. Snap to the center and top intersection, and then back down here to the right and spring line intersection.
Cancel out of there, and we get a bunch of automatic sketch dimensions that appear. So to get rid of those, we'll just align and lock. There's going to be several of these, so be patient. Remember, it's always reference plane to point, reference plane, end point, lock. Reference plane, endpoint, lock. And you keep doing this until you either get this error, or until all of the blue automatic sketch dimensions go away. So if I get this error that's fine, I'll just click cancel. That means I'm good in that direction, but I still need to go in this direction.
Right? And see if I do it again, because I have two touching end points there, I may or may not get that error there. So in this case I'm fine, did it in both directions and in this one in both directions. So sometimes it'll display that error, because it automatically is associated with some other object, it's fine don't panic, just click to cancel and keep going. So now at this point, you know, if I just want to test this out real quick. You know, if I flex, that's what I'm looking for. Is I want this triangle to adjust when things flex, okay? And if we flex it in this direction, you'll see it stays a triangle, and it stays attached at those points.
And that's what I'm looking for. So we've got the basic framework working for our Gothic arch and we're ready to start building the geometry. And that task we will save for the next movie.
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