Join Veejay Gahir for an in-depth discussion in this video Tube Flange: Center Radius, part of Alias Essential Training.
- In this video we're going to take a look at the first of the Rolled Edge commands. And so under Surfaces, we're going to go to Rolled Edge, and the command we're going to look at is Tube Flange. Let's do a real quick Reset on this. And right at the very top let's change this to Circular, so we're going to go with a very simple scenario and if we look at these four surfaces, they're separate surfaces. And if I Shade them up you can see they're all separate and they have a hole punched out of them in the side view like this. So let's go back to our wire frame and we're going to go ahead and very simply pick on one of these edges.
Incidentally, I've got under my Control Options Auto Update, Continuity Check, and Chain Select selected. And we're going to pick that edge. And Tube Flange creates a radius and then a flange on the end of that radius like so. Now in this case here the Tube Flange is created in the wrong direction, I need it to go inboard of that surface, so I'm just simply going to click on Flip and that pushes it back inboard. That's the result I'm looking for. So right now we have a very simple G1 Circular, value of 50.
So we can check that very quickly. Let's go into one of these isoparms, Locators, Measure, Radius, ctrl + alt, and pick on the isoparm and then we can just release ctrl and alt and drag that locator anywhere we want to. And you can see the value is pretty much 50 millimeters. Ctrl + 5 opens up the Information Window and as we carry on dragging it tells you what U value we are on that particular isoparm. So we're at U 1, it's at 50, and at U 0, it's at 50 as well.
So press l to delete. And we're going to go into Query Edit. And I've already set up a hotkey in the Query Edit, which is q, so press q and re-invoke that command. Now this is a very simple scenario, it's a true radius. Now what we can do here is we can change the Sweep Angle from 90 degrees to let's say 45 degrees. So you'll notice here that what happens is that Alias generates the radius and then from the end of that radius it's generating a flange of 45 degrees. So everything that's being created here is being created inboard of this aperture.
Okay, so let's go back to 90 degrees here. Now we can switch off Create Flange if we don't want a Flange to appear. We could also Modify the range, so if I take a look at this blue marker here, because I've got Modify range selected I can use the sliders to change the range, or I can simply just grab this marker and drag it as well. But in this case we're going to change it to the value of 0. Let's uncheck Modify range.
So under Surface Structure we know we'll be going to go to Multiple Surfaces, right now just leave it at Multiple Surfaces, rather than Single and we're going to leave the Short Edge Tolerance at .01. There's no reason to change those at this stage. So that's a very simple scenario. We're going to change to another option, under G1 Circular we're going to go to G1 Tangent. Now you'll notice with G1 Tangent it changes the values somewhat. We've got a radius, a Center radius of 30 millimeters still and we have a value to change here called Form Factor. And by default the Form Factor should be set at .5, so let's go ahead and do that, .5.
So what this does here, it changes from a standard radius to something that simulates G2. And it's not quite G2, but it's starting to push the nose of this fillet here into a value of 30 millimeters and then it flattens off the radius on either end. And this gives us a better result as far as a visual perspective. So what we can do now is let's go back into Locators, let's do Measure, Radius. And again, ctrl + alt, and I'm going to pick right in the nose of this fillet here. And you'll notice it's 30 millimeters which we had set.
But as I move outboard you can see changes to about 75 either end of that isoparm. So with Form Factor we're pushing the nose of this fillet to accommodate the 30 millimeters and then the fillet flattens off. And that's a better result from a visual perspective. Let's go back q, re-invoke that command. The other option that we have now is to go into G2 Curvature. Now with G2 Curvature you notice that's quite a dramatic effect, because we've done now is we've actually really flattened off this fillet at the beginning and at the end of these isoparms.
But what it's doing here is trying to capture the same value of curvature of these major slabs. So the value of curvature along this edge is the same value now that's accommodated by this particular surface. So let's q, let's go back into that command. And right now 30 is too tight, it's basically pushed the nose of that fillet way too tight. If we go into Locators, Measure, Radius, we can check that real quick. Ctrl + alt, and you'll notice we have a value of 30 in there and as I move to the edge you can see that the value changes quite dramatically to 1,100.
Let's q, let's re-invoke that. I'm going to change this value back down to, let's say 50 millimeters here. And with the Form Factor, I'm going to change the Form Factor to a value of 1. And that's a better result for us. Now in this case here we have G2 continuity and we've achieved that because we have the green markers on the end. And let's do a very simple Shade on this. First let's delete those locators. And we're going to go up to basic shading. And we can also go into a higher quality Shade, like this.
And we can take the Model off like that. Let's look through some of these options. We can go to the Horizontal/Vertical (Zebra) Diagnostic Shader. And this will show us how these surfaces are matching along the edges. Again, it's just a very quick representation. Now if you are going to use this option you can see that we have some rough tessellation along the edges here. And we can correct that by going from Tessellator Fast to Accurate. And if that doesn't correct it, the other option we have is to change the Tolerance here down to 0.1.
Now you'll notice as I change the Tolerance to a tighter Tolerance the quality of those Zebra stripes increase. We can actually go even further to 0.001. But if you do that, make sure that you do change it back because that can have quite an effect on the speed of your model as you're rotating it. So in this case, I'm going to go back to .1 and I'm going to go back to Fast. So let's go back to wire frame, Show, and bring our Model back.
Let's go to q, let's re-invoke that command, and we're going to go back to G1 Circular. So the key point to note here is that everything is being generated from this opening and it's being pushed inboard off that aperture and that's how Tube Flange works.
- 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