Join John Helfen for an in-depth discussion in this video Taking advantage of symmetry, part of Autodesk Inventor 2018 Essential Training.
- [Voiceover] On the screen, you can see the form that we created in the previous movie. If you're following along, yours might look significantly different from this. If you're just stepping in, I have saved this sculpted form in the exercise files, in case you want to start from here and follow along. Again, while you're sculpting digital clay, there's not always a right or wrong answer. So as we move through this portion of the course, the things I'm doing might be slightly different. What's important here is to understand the concepts and the overall process. In this movie, I wanna talk a little bit about symmetry.
Because symmetry comes in really handy. To begin, let's edit our form by double-clicking on it in the browser. We're now entered into the freeform editing environment and you can see our model is purple, and you'll notice that there's a dotted line running along the center. This is the symmetry line that's been applied. When we created this initial form, the dialog box allowed us to enter some symmetry. But it's not the only way to create symmetry. We also have a symmetry panel here in the freeform tab that allows you to select several different options.
You can select the default symmetry, you can mirror, or you can clear symmetry. Now, what's important here is at different times throughout the design process, you're gonna add and remove symmetry multiple times probably. So I simply wanna show how you can enable symmetry and how you can remove symmetry. Since we already have symmetry line on this model, let's go ahead and select the drop down again, and select clear symmetry. All we have to do is select the body and the symmetry is removed. The command is exited and we're back to where we started, except we don't have the symmetry line.
What that means now is if we were to edit this form, say we select this point and make a modification to it, it's not going to be reflected on the other side of the model. Now, I'm gonna go ahead and cancel that 'cause that's not what I want right now. We'll go ahead and make some modifications in a moment, so that we can make this a little more ergonomic and we'll do it without symmetry. But now that I have symmetry turned off, let me show you how you can add symmetry back to the model. Right now, the only place this is symmetric is along this center line.
But we've already cleared that. So the way we can add that again is to simply return to the symmetry panel, select the symmetry button, and then select two faces that are symmetric to one another. When doing that, you can see that we've added a new line, and selecting OK returns us to where we were when we first opened this model. We're back to having the base form and it has a symmetry line. Again, at any point, you can go ahead and clear the symmetry by selecting clear symmetry, selecting the body, and removing it.
The reason you might do this is now that we have the basic form created, and everything is symmetric, we can break free from that symmetry and start to modify this form, so that it is more appropriate for a right or a left-handed person. For example, I'm right-handed and I'm gonna go ahead and make modifications for a right-handed mouse. And doing that, I'm gonna go back into the edit form tool. I'm gonna select the face filter. I'm gonna go ahead and select some of these faces, and move them in, so that I have a place to place my thumb.
And it doesn't have to be exact. You may even bring in a model of a hand and use that as a way to test ergonomics and the fit for a hand. But as you make the modifications here, you can see the form is changing, but now it's doing it in a non-symmetric fashion. What's important here is you wanna make sure you get to a point where symmetry's no longer needed before you clear it. Once you've started to manipulate the model in a non-symmetric fashion, it's a lot more difficult to get back to where you started.
So make sure you're to a point where you are happy with your model before you start editing without symmetry. I'm gonna go ahead and make a few more modifications. I'm gonna make some adjustments to this face here. And here, I'm gonna actually use the rotation tool on this face. If I rotate, you can see I can cause a curvature in that face, quite significantly. I'm gonna go ahead and rotate that around, and get a little bit more of an angle on it. Now you're starting to see I have a place to kinda slide my thumb in, and if I needed to, I could go back to different selection filters.
Maybe I'll take this point and select it, and slide it in just a little bit more. And then on the other side, I'm going to select this edge. Let's switch to the edge filter. I'm gonna double-click on an edge. If you single-click on an edge, you'll select one edge. If you double-click on it, you'll select the entire edge until you reach a branch, where it could go in one direction or another. If you select an edge on the opposite direction, for example, if I double-click, I can select the entire loop to modify that.
I'm gonna go ahead and get back into the edit form one more time, and I'm gonna double-click that edge. And I'm gonna make a modification, I'm gonna drag this in just a little bit, so that we get a little bit more curvature on that side. A little bit of a slant on that side, where I can set my pinky. If I wanted to I could even start rotating edges. And again, if you make a modification that you don't like, you have the undo and redo commands, here in the heads-up display, that allow you to undo the last done command. And you could switch back and forth through the edits you've made during this edit form session. I'm gonna go ahead and cancel the command, 'cause I'm set up to where I want.
And you can see, with a few modifications, and the adjustment in the symmetry, I've gotten a shape that, with traditional methods, would be quite difficult to create. But for what we're doing, this really didn't take a lot of time. And this shape is quite nice and ergonomic. I'm gonna go ahead and stop there, and finish this form.
- Reviewing interface changes
- Projecting and importing geometry
- Working with Autodesk AnyCAD
- Understanding part modeling
- Building parts with placed features
- Working with partial chamfers