Join Carl Frischmuth for an in-depth discussion in this video Completing fin lugs, part of Fusion 360 Product Design: Lighting.
- [Instructor] Okay , so next what we're going to do is, look at transferring some of the geometry from this new pin that we added into our thin support part, with a little bit of a gap, and try and make these little mating parts, so the next thing to do is turn the fin support on, tail and shell, fin support is what we want, and activate it, to jump into that for editing and if we right click on the background and say appearance, we wan to change it to be a clear acrylic, or some other transparent material, which is probably good, and then, what we want to do now is if we go over into the patch tools, and say create patch, and then what I'm going to show you is, you can use a selection field, and so up until now, I think we've always had things turned off and on to be able to peek through and select certain bits and pieces of material, I don't want to use patch actually, I want to use offset, and what I want to do is show you that you can use another tool here, which is just a selection filter.
So, the selection filter is really cool, and it's really easy to use, all we have to do is hover over something so sometimes it helps if the path's transparent, like what I've just done there. If you hover over a piece of model here, and just hold the left button down, it brings up a little menu here. And I can pick chain and then face and face, so we want to pick the top face, and then I'm going to hold it down again over here, so click and hold, and then I'm going to pick this face, as well and it's going to give me two new faces, and it's remembered the old distance, which is point one, and it's going to offset them out, so if I drag that out, you can see it's going to keep offsetting and making it quite big, but it also helps to see which way it's offsetting as well, so we want zero point one, it's good, and we'll say okay.
And what that'll do is it'll generate a new body in here which is this new surface that we've created. And once we've done that, and we don't really need the other one anymore, we can isolate this and turn it off. And now what we have is we have this sort of, little surface floating inside the other body here, so if I turn that off, in the surface tools, you've got an extend tool, and that allows you to grab a surface here and we can extend it by a little bit, we don't want too much, like two mil is perfectly fine, and just make sure it's natural as well, and it'll keep it going, and then what we really want to do with that is, allow it to pull that surface outside of this part, and once we've done that, we can use the same tricks of what we've been doing in the past, not that it's a trick or anything, but if we say, split the body, and that's the body, and then the splitting tool is this, and then we can say okay, and then it'll chop the body up, and there'll be a piece, which is our little lug, and the other piece'll be our other piece here.
So, if I turn that off and make it un-selectable, then it'll be taken out of commission, and we can probably just turn this off, we don't need that anymore as well, and that's all we need to do, the next thing we need to do is probably just fillet the top of this, and make that something like one, make it nice and round, maybe even two, round it off, and say okay. And if you wanted to, you could probably extrude another little pin in here and use it as a place to even drill a hole, if you want to put a screw in from the outside or something like that.
We're just going to put a really small fillet on here, like point two five or something like that, maybe point five, and say okay. So now, what will happen, if we go back and un-isolate our part here, you'll see that we have two things going on there for you. Come back into that plane that we had, and turn it back on, and then select it. And grab this plane and then use our section analysis tool, you'll see that we haven't come back and finished filleting the other one, but you'll see that there's a small gap in here now where this sort of fits in, there's that other gap which we did when we first offset the part where we said that it was point 01, or something like that.
Alright, so the next thing we're going to do is go and finish the other part off, and round that off, and we'll do that right now. So, select this part, and say find in the browser, it's up here, it's the base belly shell, and then we'll isolate that. And then there'll be a little pin here. And then we just need to do a fillet on the outside of here, and I think we made it one, no it was two, yup, that's it, and probably add another one in the bottom here as well, so I think the other one we made quite small at point five, and point five is perfectly fine here as well, alright, so if we were to keep going we would mirror this to the other side to make the appropriate one there.
Yeah, so now that I've got that done, this fin support part, I can make a mirror image of that over the other side as well, so I'll go ahead and keep adding the pins down here and adding that into the model, and then at the end of that, we'll mirror this over, and create the opposite hand part.
Once you've mastered the various approaches covered in this course, you'll be prepared to approach other complex 3D design problems where the old solutions don't cut it, and you need to create new, complex forms to get the job done.
- Sculpting the form of a model
- Creating lug support sketches
- Joining frames with a tangent spline
- Cleaning up frame rings
- Creating the center line sketch
- Sketching lines to help divide a model
- Creating additional material around slice zones
- Creating interfaces at the connecting zones
- Adding upper support pins and lower support pins
- Separating a model in parts
- Creating a support base
- Building support parts