Learn how to draft profiles for the elements comprising the fork using FILLET and BOUNDARY commands.
- [Instructor] Now, let's work on the fork itself. The fork can be divided into a couple of different pieces. We have a shaft, up here, and then we have the body of the fork that slides up and down on the shaft and dampens when the wheel hits an obstacle, so now, we also have some welded on pieces that are going, this is going to hold the brake caliper, and then we have a dropout, down here, that's going to hold the front axle. I'd like to get a top view of this, so I'll type UCS, Enter.
I'll use the object option and click on this line right there, so now the UCS is parallel with that, and then I'll type plan, Enter, Enter. This will plan into the current UCS, and then zoom in and get a better look at that. Now, this entire fork has rotational symmetry, with the exception of these welded on pieces up here. So, let's start by modeling the shaft and the fork body.
I'll create some layers to accommodate those items. I'll type -ForkShaft, and I'll turn that on, and I'll set that current. I'll give that the color brown, up here, color 46, and then I'll create another layer called -ForkBody, and I will give that another color that's in the same column, but brighter. Let's use color 40.
Okay, so currently, I'm on the fork shaft layer. This shaft has rotational symmetry. It's a cylinder, so I'm going to draw a line that snaps to a midpoint, here, and using ortho, I can draw that straight, and I'll just go ahead and click on that line and lengthen it, so that it goes all the way through the fork, and now this will act like a center line for us. Over here, I'm going to use the boundary command. I'll type bo, Enter, Enter, and then click in here to generate a rectangle.
It will be used later to create this shaft. Now, in here, we have a lot of detail that we don't necessarily need to turn into a 3D model. I'm going to erase all these lines, here, but when I do that, observe that we have kind of a problem up here now, because we're missing key elements. So, to correct for that, I'm going to set my current layer to this layer, which is this blue layer. It is forks, so I'll type laym for layer make current.
Press Enter, and then click on this object. Then, I'll draw a line straight down from there, and I'm going to erase some of this complexity, here, just by carefully selecting these little line segments and erasing them, and then I'm going to fillet things together. I'll type f, Enter, for fillet. I'll use the radius option, and set that to zero, and then on, I will go ahead and fillet these lines together, just using basic drafting skills.
That simplifies things a bit. Now, I'm not going to worry about what's happening down here, because all I really want is to have a profile that I can revolve. So, I'll use this area, here, for that purpose. I need to set the fork, the 3D layer fork body now current, and then use the boundary command to generate a boundary in this area. Okay, now we have the shaft and the fork body taken care of.
Let's turn our attention to these elements which are going to be welded on to this fork body cylinder, and these elements should be longer because we're talking about a round object, here, and this is going to have to interface with that. So, I think what I'll do is extend. I'll type ex for extend, and I'll extend to this center line, Enter, and I'll extend all of these lines down to meet it.
And then, I'd like to create objects inside of here, so I'll use the boundary command, bo, Enter, Enter, and I'll click. Actually, I'll cancel out of that. I'm thinking ahead. I'm going to use boundary, but instead of outputting a polyline, I'd like to output regions, and I'll create regions there and there, so we have four regions created, and then I'll go to the solid tab and union these regions together, so that leaves us with one object, there, and again, over here, now we have one object.
Now, over here, we have this dropout, and this is going to be welded on, as well. This is going to take the form of a plate. Thinking this through, I'm going to change my UCS, use the object option, click on this object, here, let's say right here is fine, and then I'll type plan, Enter, Enter, to look at that UCS from the top view. This will just make the drafting of this element a little bit easier.
I'll go ahead and click on this, just move this vertex over. The same thing here, I'll make this a little bit longer, and then I'll draw a line in here, like that, and then I'll fillet these items together, and then we have a polyline. I'm going to click on that, and let's see if it's closed.
Over here, it says no. I'll change no to yes, and then, later, we can use that as a profile that we can extrude. I'm going to copy this onto another layer, though. So, right now it's on layer forks. In order to do that, I'm going to copy this object from this location back to the exact same location, Enter, and that way, I've duplicated it. Then, I'll click just one time on this object to select one of them, and then I'll go over to properties and change the layer to the 3D fork body layer.
I'm not going to model this valve, here, in all of its complexity. I'll leave that up to you as an extra credit exercise, if you will, if you like to do that. So now, in the next video, we'll turn these two dimensional polylines and regions into surfaces and solids.
- Establishing a layer convention and property filters
- Extracting isolines
- Trimming and extruding surfaces
- Lofting cross sections
- Sculpting watertight surfaces into solids
- Sweeping and sculpting
- Revolving boundaries to create surfaces
- Welding objects together with Fillet Edge
- Rebuilding NURBS surfaces
- Offsetting a surface