Join Veejay Gahir for an in-depth discussion in this video Multi-Surface Draft, part of Alias Essential Training.
- Let's move on to another very useful function under Surface Create. Right-click under Surface, and we're going to move on to Multi-Surface Draft. At the very top, we have two options for Multi-Surface Draft, or MSD. We have a Normal, or we have Draft. Let's stick with Draft for now. The only other option I'm going to switch on is Auto Update and Chain Select. Let's put on Surface Continuity, as well. Let's zoom into this green profile here. This is just a curve data. I'm going to switch off the grids for clarity's sake.
Let's just go ahead, select this edge, and we'll change the length to 50 millimeters. We are now creating a draft in the Z direction, or the Z vector, length of 50, and it has zero draft on there. You'll notice that, when I selected one edge, it picked everything in one go. That's because I have Chain Select on. If I Undo All, deselect Chain Select, I would have to go in and individually pick each one of these entities, like that. This is purely preference.
I'm going to click on Chain Select. At this point here, I can take the arrow here and I can change the length, or I can use the slider, or I can simply dial in an exact value, like that. I can also change the angle. I can just rotate like this. Because I've got Auto Update on, it's updating immediately. If I don't have Auto Update on, and I change the length, what I have to do is, press the space bar to execute that change. Again, let's go back to 50 millimeters and let's go back to zero here.
Okay. Let's go to Next, and let's go ahead and check this profile here right now. I'm going to say Build to this. Now, if I add a draft angle of, let's say, 10 degrees, and update, you'll notice ... In fact, let's click on Auto Update and let's increase that to 30 so we can see the gaps a little bit better. We have these gaps appearing in the corner of this particular profile. Well, we can solve that very easily by just clicking on Intercept Flanges. That will close up those flanges, like that.
We can also Flip, which will invert that flange. We can also have a Double-Sided Flange, like that. Now, in this case here, because we've got Intercept Flanges on, this gives us a very strange result. So it's not a good solution for us here. Let's switch off Double Sided, and we'll flip on this one. Now, if I go to Object Edit, Query Edit, I can reinvoke this command. In this case, let's change the draft on this one to 15 degrees. Let's click on Auto Update.
Then what I'm going to do here is, I'm going to say Double-Sided. In this case, it gives a lot better results. When you're using the Intersect on a profile like this one back here, it can give you a somewhat strange result. Now, in this case here, we can also use a surface. Let's open up Multi-Surface Draft again. I'm going to pick the top edge of this cylinder. I could also pick an isoparm. Right in the middle of this cylinder, we have an isoparm. So I can pick this and it will also create a draft for me.
But one thing to note here is that this surface, that was created from the edge, and this surface, at the bottom here, on the isoparm, are very different in complexity. Just bear in mind that, if you are using an isoparm, you may have to be careful about the complexity of the resulting data. Let's delete this. Let's go back to Multi-Surface Draft. I want to pick this edge. Now, also, we are moving in the Z direction. I can also pick a vector. So here's a vector that's already set up. If I go to Picked, Select this Vector, you'll notice that the flange will move in that vector direction.
If I look down on this cylinder in this kind of orientation, and I say View, you notice that the flanges now will honor this 2D view that I'm looking at now. If I move it in this direction, Refresh Vector, you'll notice that it will update like that. Let's go back to the Z direction. We're going to leave that one exactly as it is. Okay. We've been looking at surface edges and curves for now. Let's go to a curve on surface.
Let's shade this model up right now, and you can see that we have a domed surface and there is a curve-on surface that's been projected from this entity below. If I select this entity and I say Move, and I move it in the X direction, you can see that this is an associative entity. Let's go back to Multi-Surface Draft, we're in the draft mode, pick this Curve on Surface. Again, it gives us the result that we're looking for. Now, up to this point, we've been using the Draft function.
There is the option also to use a Normal. Now, with Draft, I could pick a surface edge or I could pick a curve, or I could pick a curve on surface. But now, if I switch to Normal, it's going to look for an input surface curve. So let's do this. Let's delete this entity. Space bar. Let's go back to Multi-Surface Draft, and let's see what happens when we try to do Normal with curves. You can see it's not picking it. See, it really needs to have surface data because it needs to calculate which is the normal direction. In this case here, it needs to look for a surface.
In this case, we will move over to the cylinder at the end here, and pick on this edge. The angle is at zero. We can change the angle. This is a normal flange. It's being calculated according to the normal vectors of that surface, like that. Again, we can reinvoke that command by going to Query Edit, selecting that flange, and we can again dial in these values, like this.
Let's go back to our curve on surface and let's see what the result would be if we used a curve on surface, because we do actually have a surface that it can calculate a normal from. Let's go back to wireframe here. Multi-Surface Draft. I'm going to say here, 10 degrees. let's go ahead and pick this. Again, you can see, because it's got surface data to be able to calculate the normal vectors from, Normal works just fine in this particular location. Finally, the last option I want to show you is Modify Range.
If I click on Modify Range, you'll notice that we have these indicators appear at the base of this flange. If I just drag this around, you can see that I can actually change the length of that flange, like this. I can also change the start and end by using the slider, as well. Not only can I increase the length, the angle, the actual range of that flange can be modified with this slider, as well.
- 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