Join Veejay Gahir for an in-depth discussion in this video Fillet Flange, part of Alias Essential Training.
- In this video, we're going to take a look at the Fillet Flange function. Let's open up Rolled Edge, and let's open up Fillet Flange. Let's do a reset on the options here. The first thing I want to do is, change the continuity type just to a very simple circular fillet. Let's change the radius to 30. We're going to leave everything exactly as it is, but we're going to click on Auto Update, Show Wall, Continuity Check, and Change Select. You'll notice now that we have three components here. We have a wall, we have a fillet, and we have a flange.
Let's go ahead and select this inner edge. If we zoom into this top portion here, you'll notice that we have the three components. We have a fillet, we have a flange, and we have a wall. Let's change the flange length to 30 millimeters as well, so we can see that a little bit clearer. In this case, I'm going to go to the back view. There are our three components again. So we have a fillet and a flange. Now, the wall disappears. We're not going to see the wall unless we reinvoke the command and make sure that Show Wall is selected on.
The way this works is that Alias essentially creates this wall normal to this main slab. So that's a normal vector. Then it runs a wall fillet between that wall and the main slab. Then, from that point on the fillet, or at some point on the fillet, it creates an independent flange. Right now, we've got G1 Circular, we've got a 90-degree Sweep Angle, and we need to find out exactly what is this flange being created from. We know that it's 90 degrees, but 90 degrees to what entity? Is it going to be an extension down here? Well, let's do a little bit of interrogating on this data.
We're going to go ahead and extract some data to analyze. Curve, Edit, Create, Duplicate Curve. Going to pick one of those edges. Doesn't matter which one we pick here. Then we're going to press h to Hide Unselected and go to the back view. Let's take off CV hulls. So this is the center line of this piece of data. We need to figure out exactly what is this piece of data 90 degrees to? Is it a point down here? Or is is a point along this surface? This first thing I want to do is move the pivot to the end by just holding the control and snapping it to the end.
Let's go ahead, select that data, control c, control v. The way Alias works is, when it creates this wall, it's creating it normal, or 90 degrees, to this tangent point. Let's take this curve again. We're going to say Move, control alt, and we're going to move it to this tangent point down here. So the 90 degrees that we're looking at is from this tangent point on the main slab. This analyzes data just to prove that point. The first thing I'm going to do is go to Curve Edit.
Let's go to Curve Section. Let's go, select over here on this piece of data, space bar, and we're going to select this. So we've trimmed that back. Now we're going to go to Extension. We're going to do a linear extension, no merge. Let's say Go. We're going to pick this data. Going to grab this and create ... Essentially, we've just created a tangent line. Now we're going to go to Locators, Measure, Angle, holding the control down, snap, snap, and snap.
There's our 90 degrees. Okay. Let's delete this data. Delete the locators with l and make everything visible again. Let's reinvoke the command, q, and we're going to pick that data. Again, there's the wall. That's only temporary data while it creates the fillet. And there's the flange. While we've got that selected, we're going to go ahead now and create, from Sweep Angle, we're going to create a Parting Line. We're going to change it from Sweep Angle to Parting Line. We're going to go to Parting Line.
This may take a while, while Alias recalculates everything. But we have to make sure that we're going in the right direction on the parting line. The parting line direction is going to be in the Y direction. Y is selected. Now, again, let's see what the theory is here. We're going to to with a wall that's generated normal to the main slab. This is the radius that goes from the main slab on to the wall. We have now a flange that's generated in the Y vector. As soon as it touches that radius, that's going to be our parting line.
Let's come out of that command. Let's delete the original curve data that we had. This is exactly what we're looking for. We're looking for this parting line here. Now, again, we can reinvoke this command, and with the parting line option, we can add a draft of, let's say, 10 degrees. What's happened is, again, the fillet is still being generated from the main slab onto the blue wall. But now we have a 10-degree draft flange that's generated from that fillet. So this is how this command works.
It gives quite a nice results. Again, we can select this particular vector, we can do the same options that we've looked at with all the rolled edges. Now, I'm going to delete the locators here. If I go back, q, to reinvoke the command, this time, what I'm going to do is switch on Auto Trim, come out of the command, press l to delete our locators, and what we'll do now is just go into a Shade mode, like that. This is the result that we get. This is more of an engineered surface, because we're adding some criteria that tooling are providing for us.
Now, just a word of advice now: this is a very capable command, if I reinvoke it again, and it generates three pieces of data for you all in one go, and it trims and it can give you some really good results. But typically, when you're doing this kind of approach, it's better to actually create those three steps in individual pieces. So we would create the wall, we would create the fillet, and then we would create the flange. The reason for that is, it's a little bit more manageable and you may be able to change individual sections of this fillet flange independently. Having said that, this is a very powerful command, and if you understand the principles of it, it can give you some pretty good results.
- Manipulating views and entities
- Working with layers
- Creating curves
- Sweeping, extruding, revolving, offsetting, and blending surfaces
- Modifying geometry
- Moving, scaling, flipping, and rotating objects
- Trimming curves and surfaces
- Creating copies of objects
- Aligning, combining, and splitting objects
- Analyzing geometry
- Shading models