Learn how to model the disk brake rotor using regions and Boolean tools.
- [Narrator] Now that we have the hub here in green, that is going to hold the disc brake rotor. It's time to model the disc brake itself up here. So I'm going to... isolate this layer, and you can see the design of that disc brake. I'll just zoom out, and there's a front disc brake, a rear one, and we also have a cross section over here. So let's copy, this sketch over...
500 millimeters. And then, it's, too high, we need to bring it down to the level of this cross section, which is in the proper location. So I'm going to move, this sketch, from, let's say, this center point of this particular circle. And there's nothing to snap to directly, so I'm going to use a point filter. I'll type point X, Y, enter.
And then I'll click back in that same center point. Now the command line says need Z. And I'll click right on the end point of this cross section, to move it down precisely, in the Z direction, to that location. Let's see what we have here. This is a spline... these are circles... and this is an array. Let's explode this array, I'm going to type X, enter, click on that, and explode it.
Now this is a single spline object, that will work better for our purposes. Let's also measure the height that we need here. I'll use distance, D, I, enter. And I'll measure the distance here, it's three millimeters. So we need to pull this up, just three millimeters. To do so, I'd like to use regions. I'll type r, e, g, enter. And I'll make regions out of everything, except I don't need the cross section, so I'll hold down the shift key, and deselect that.
And then press enter. That makes all of those flat elements into regions which are defined by their areas. So now I'm going to use, a subtraction. Which is accessible on the solid tab. I'll select this large object first, and press enter. And then I'll select this smaller object in the middle here, and press enter... remove it. Now I'm going to repeat that, again, subtract this object, enter, and then I'm going to make a selection around everything, cause there's so many elements here.
And then I'll hold down the shift key, and click on the large element to remove it from the selection set. We can also, incidentally, hold down the shift key and remove these elements as well. So our selection set should just include, all of those circles, and these kidney shaped regions. Then I'll press enter, and now we have something that looks very much like the rotor. I'll go ahead and extrude that... Up, three millimeters.
I will, choose to erase the defining objects in this case. And then I should be able to move this back, 500 millimeters. And we'll just come over here, and see what it looks like, in the context of the rest of the model. So I need to come over here, into layers, and end on layer isolation. And it looks like it's in the correct location. However, I think that we still have to deal with the layers. Now this is on a 2D layer, and so is the hub, so let's correct that now.
I'll create two new layers. So on this first layer I'm going to rename it, dash hub. And the second layer, and going to call it dash... Disc brake. And then I'll give these different colors. Let's say the hub, is going to be, an orange-ish color. And the disc brake... Will be... More of a...
Aqua color. And then I'm going to select, this object, which is a 3D Solid. And I'll change it's layer assignment, to the 3D disc brake layer, and press escape to deselect. And then I'll change the layer assignment of this 3D solid, to be on the 3D hub layer, which is alphabetized above layer zero, here, in our layer list.
- 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