The document provides instructions for using the Follow Me and Intersect tools in SketchUp. It begins with basic examples of using Follow Me to drive faces along paths. It then demonstrates using Follow Me with components to reuse sections. Examples are given for rounding objects by extruding faces along circles. The document also covers intersecting models to cut and emboss shapes, intersecting arches, and hiding intersection edges with components.
The document provides an overview of the SketchUp interface and basic tools. It describes the SketchUp screen layout, including the drawing and editing tools, drawing axes, and status/prompts area. It also explains the value control box. The document outlines the basic drawing tools like line, rectangle, polygon, arc, and circle. It covers viewing tools for orbiting, panning, zooming. It also summarizes manipulation tools for selecting, erasing, measuring, rotating, scaling, and offsetting objects. Finally, it discusses annotation tools for adding text and dimensions.
This tutorial will guide you through the steps to design a fidget spinner in Solidworks. We'll start by modeling a basic spinner, then we'll design our own counterweights to be machined. We'll make a dimensioned print for the counterweight, too! We'll end by creating an assembly for the spinner and I'll give you some next steps to take your design further.
Sketchup basic course by Eng. Khalid A. Mterkhalid mter
This document provides an overview and learning objectives for a course on building 3D models in Google SketchUp. It will teach students how to use SketchUp's tools to create and modify 2D and 3D geometry, including the line, circle, rectangle, arc, and polygon tools. It will also cover more advanced tools like push/pull to add volume, follow me to create paths, and array/rotate tools to duplicate objects. The document includes step-by-step examples of creating a simple doghouse model and modifying geometry. Upon completing the course, students will be able to proficiently use SketchUp's modeling tools.
This document provides a tutorial on how to use Rhino, a 3D modeling software. It discusses Rhino's interface and basic tools such as points, lines, curves, surfaces, solids, and object manipulation tools. It provides step-by-step instructions for how to use modeling tools like extrude, revolve, loft, sweep, blend and boolean operations. It also covers surface editing tools, mesh tools, and how to accurately set up grids and units for modeling. The overall document serves as an introduction to the main capabilities and functions within Rhino.
- The document provides instructions for using mass elements in Revit Architecture to create conceptual building designs quickly without needing to include detailed elements.
- Mass elements allow creating alternative designs through solid extrusion, revolution, sweeping, and blending of basic shapes defined by sketches on planes or levels.
- The steps demonstrated include creating sketches on levels or planes, using the massing tools to form solid shapes from the sketches, and modifying properties of the mass elements.
This document provides a summary of key tools and concepts in Rhino. It discusses how Rhino uses NURBS to create smooth complex surfaces defined by a few control points. It outlines the basic modeling interface with four views, tool palette, and controls. It explains how to set up grids and units and use various snapping, locking and projection tools for accurate modeling. Finally, it summarizes the main modeling tools for points, curves, surfaces, solids, object manipulation and surface creation techniques like lofting and extruding.
This document provides instructions for importing a CorelDraw design file into MasterCAM and manipulating the design using translation, rotation, and scaling transforms to fit the design within a rectangle template. The instructions cover selecting objects, translating objects by dragging them to new positions, rotating objects around a chosen point by a specified number of degrees, and scaling objects up or down using x- and y-scale factors. Chaining is used to select just the design objects when scaling down to fit within the template rectangle.
The document provides an overview of the SketchUp interface and basic tools. It describes the SketchUp screen layout, including the drawing and editing tools, drawing axes, and status/prompts area. It also explains the value control box. The document outlines the basic drawing tools like line, rectangle, polygon, arc, and circle. It covers viewing tools for orbiting, panning, zooming. It also summarizes manipulation tools for selecting, erasing, measuring, rotating, scaling, and offsetting objects. Finally, it discusses annotation tools for adding text and dimensions.
This tutorial will guide you through the steps to design a fidget spinner in Solidworks. We'll start by modeling a basic spinner, then we'll design our own counterweights to be machined. We'll make a dimensioned print for the counterweight, too! We'll end by creating an assembly for the spinner and I'll give you some next steps to take your design further.
Sketchup basic course by Eng. Khalid A. Mterkhalid mter
This document provides an overview and learning objectives for a course on building 3D models in Google SketchUp. It will teach students how to use SketchUp's tools to create and modify 2D and 3D geometry, including the line, circle, rectangle, arc, and polygon tools. It will also cover more advanced tools like push/pull to add volume, follow me to create paths, and array/rotate tools to duplicate objects. The document includes step-by-step examples of creating a simple doghouse model and modifying geometry. Upon completing the course, students will be able to proficiently use SketchUp's modeling tools.
This document provides a tutorial on how to use Rhino, a 3D modeling software. It discusses Rhino's interface and basic tools such as points, lines, curves, surfaces, solids, and object manipulation tools. It provides step-by-step instructions for how to use modeling tools like extrude, revolve, loft, sweep, blend and boolean operations. It also covers surface editing tools, mesh tools, and how to accurately set up grids and units for modeling. The overall document serves as an introduction to the main capabilities and functions within Rhino.
- The document provides instructions for using mass elements in Revit Architecture to create conceptual building designs quickly without needing to include detailed elements.
- Mass elements allow creating alternative designs through solid extrusion, revolution, sweeping, and blending of basic shapes defined by sketches on planes or levels.
- The steps demonstrated include creating sketches on levels or planes, using the massing tools to form solid shapes from the sketches, and modifying properties of the mass elements.
This document provides a summary of key tools and concepts in Rhino. It discusses how Rhino uses NURBS to create smooth complex surfaces defined by a few control points. It outlines the basic modeling interface with four views, tool palette, and controls. It explains how to set up grids and units and use various snapping, locking and projection tools for accurate modeling. Finally, it summarizes the main modeling tools for points, curves, surfaces, solids, object manipulation and surface creation techniques like lofting and extruding.
This document provides instructions for importing a CorelDraw design file into MasterCAM and manipulating the design using translation, rotation, and scaling transforms to fit the design within a rectangle template. The instructions cover selecting objects, translating objects by dragging them to new positions, rotating objects around a chosen point by a specified number of degrees, and scaling objects up or down using x- and y-scale factors. Chaining is used to select just the design objects when scaling down to fit within the template rectangle.
Google SketchUp is 3D modeling software that allows users to create models of anything they can imagine. Models can be built from scratch or downloaded from the Google 3D Warehouse, a large online repository of user-created models. Basic tools include navigation tools to orbit, zoom, and pan around models as well as drawing tools to create shapes. More advanced tools allow pushing and pulling faces, moving objects, and erasing edges. Components and groups allow isolating parts of models. Textures can be optimized and applied to surfaces to add realism. Models can be accurately positioned using Google Earth and exported in formats like CityGML for GIS applications.
The document provides step-by-step instructions for creating a waffle structure that can be laser cut. It involves:
1) Creating a base surface in Rhino, then adding X and Y contours using the Contour command at set distances.
2) Extruding the contour curves to create surfaces, then offsetting the surfaces to add thickness.
3) Using Boolean split to cut slots into the pieces so they can be joined.
4) Separating the X and Y axis pieces, labeling them, and arranging them within the laser cutter bed size.
This document discusses basic dress-up features in Catia such as pocket, fillet, chamfer, draft, and shell. It explains how to use the pocket tool by sketching a shape on a part face and using the pocket command. It also describes how to use fillet to round edges by selecting faces or edges, inputting a radius value, and applying the fillet. The document provides guidance on using dress-up features to modify and enhance 3D CAD models.
The document provides instructions on how to use various tools in Google SketchUp, including the follow me tool, tape measure tool, scaling tool, push/pull tool, offset tool, and x-ray vision tool to create 3D models. It discusses the steps for using each tool and provides examples of how to make spheres, scale objects, cut out openings, and build a table and bench. The document is meant to teach users how to properly utilize different modeling functions in SketchUp.
This document provides an overview of the 3D printing process from modeling to printing. It discusses using Tinkercad to model basic 3D objects from shapes and then import them into Cura for slicing. In Cura, the model can be scaled, rotated, and positioned on the print bed. The document highlights practical applications of these tools like fitting multiple objects on the print bed or orienting parts to minimize supports.
This document provides instructions for basic operations in 3D modeling software, including cruising to move objects, snapping objects together, copying and pasting objects, aligning objects in straight lines, using a ruler to measure distances, smart rotating multiple objects around another object, and smart scaling parts of an object without scaling the whole thing. Key terms are defined such as cruise, snap, align, axis, and transform. Step-by-step instructions are given for each operation.
1. The document provides instructions for using patterns, grouping, hiding/showing, mirroring, and applying materials in a 3D design software. It describes how to create rectangular and circular patterns, path patterns along a spline, group objects, hide and show objects, mirror objects, and apply materials.
2. Key steps include selecting objects, using pattern tools to repeat objects in different directions or around an axis, grouping multiple objects, hiding objects by clicking the eye icon, mirroring objects across a plane, and applying materials of different colors.
3. The goal is to learn various techniques for finishing 3D designs using patterns, grouping, transformations, and materials.
This document provides instructions for modifying 3D objects using merging, subtracting, intersecting, and separating tools. It explains how to use these Boolean operations on 3D shapes like cubes and spheres by selecting them, overlapping them, and then using the appropriate tool from the combine menu. The key steps are outlined for each operation, such as selecting a target and source object and then clicking in empty space to finish. The goal is to teach learners how to combine and manipulate basic 3D shapes.
This document summarizes a workshop session on using Rhinoceros software for urban planners. It introduces mesh vs. NURBS modeling in Rhino and discusses how Rhino can be used to build 3D models of urban developments, as well as create plans, diagrams and perspectives. It provides tips on navigating in Rhino, drawing objects, selecting and manipulating objects in both 2D and 3D. Steps are outlined for making plans, diagrams and perspectives from 3D models in Rhino and exporting them to other programs. Rendering in Rhino is also briefly mentioned.
REFERENCE ELEMENTS such as planes allow for more flexibility when modeling parts compared to only working on outer surfaces. To cut a step into the middle of an edge, a reference plane must first be added and a sketch created on that plane before pocketing out the shape. This provides more control over feature placement than relying solely on part faces. The document then demonstrates using a reference plane to cut a step into the middle of the front edge by sketching on the plane and pocketing.
This document provides instructions for constructing 3D shapes in 4 ways: extrude, sweep, revolve, and loft. Extrude allows pushing a 2D shape out to create a 3D object. Sweep uses a profile shape moved along a path curve. Revolve spins a profile around an axis to form a 3D shape. Loft combines two or more 2D shapes into a single 3D object. Key terms are defined, like profile, intersect, and axis. Step-by-step directions are given for each construction method.
This document provides a step-by-step guide to modeling an Abisola Cube using SolidWorks 2013. It begins by opening a new part file and setting the units to millimeters. A square sketch is then made on the right plane and extruded to 15mm to create the cube shape. Next, an elliptical void is modeled inside the cube by sketching an ellipse and revolving it 360 degrees around a center line to cut through the cube. The guide ensures the model and any voids are fully defined for 3D printing or other applications.
You constrain parts in Sketcher mode to define exact dimensions. You select the edge or area you want to constrain and click the Constrain button to open a dialogue box with constraint options. Common constraints include Distance to define the length between two points, Verticality to define a vertical line, and Concentricity to define two circles as concentric. You can apply multiple constraints at once. Constraining geometry prepares it for use in 3D modeling.
1. The document provides instructions for using various 2D sketch tools in CAD software, including how to sketch basic shapes from the primitives menu, draw polylines and splines, create different types of arcs, fillet and trim shapes, offset shapes, and use the project function.
2. Key tools and functions covered include the rectangle, circle, ellipse, polygon, polyline, spline, two point arc, three point arc, fillet, trim, extend, and offset tools as well as the project function.
3. The project function allows transferring the shape of one 3D object to another by first projecting the shape to a plane like the grid and then extruding the projected shape to create a 3D
The document provides an overview of the Roland 3D laser scanner. It describes the key components of the scanner like the door, table, and power button. It explains how to properly mount objects for scanning and notes they should not be too large, transparent, or glossy. The document outlines the software setup and scanning process, noting the importance of centering objects and using the correct pitches to control resolution for plane and rotary scans. It emphasizes safety, such as keeping the door closed while scanning to avoid cancelling the process.
toolbars and axis , how to import file from autocad to sketchup , basic tools of sketchup , how to extrude walls , how to make a window (quick way ) , how to see dimensions, commands - position camera, walk and look around. All this can be learned in this presentation. A guide for beginners.
This document provides instructions for exploring the 123D design interface and creating a basic bike model. It describes the main components of the interface like the design menu, tools, and view cube. It then guides the user to build a bike by selecting frame, fork, and other parts from the content library and connecting them using the snap tool. The key steps are to drag parts into the workspace and snap their faces together to assemble the bike part by part.
This document provides instructions for creating different types of laser cut joinery, including waffle structure joinery, unrolled tabbed joinery, and notched joinery. The waffle structure joinery instructions involve creating contours on a surface in Rhino to divide it into sections, then extruding and splitting the surfaces to create interlocking pieces. The unrolled tabbed joinery instructions describe unfolding a 3D shape, adding score and cut lines, and using offsets to create tabs for assembly. The notched joinery instructions demonstrate dividing and offsetting edges to create notches, then trimming and projecting the pieces for cutting. Consideration is given to accounting for kerf width for a proper press fit.
Model and texture a photorealistic usb cable with maya and mental raySandra Montoya
This document provides steps to model and texture a photorealistic USB cable in Maya and Mental Ray. It details the modeling process in part 1, including steps to model the USB connector, metal connector, cable curve and thickness variations. Key steps include extruding and beveling faces, adding edge loops, attaching objects to curves and combining meshes. The goal is to create a realistic cable that can be rendered with textures and depth of field effects.
The document describes modeling a pair of vise grips in NX 8.5 software. Each component was modeled separately based on measurements then assembled. Finite element analysis was conducted by applying a 10lb load to test for displacements and stresses. NX proved successful for modeling but had some limitations for movable assemblies. The summary provides a high-level overview of the key details and goals described in the document.
The document provides instructions for creating 3D models of a glass and a threaded bolt in AutoCAD:
1. To create a glass, extrude a circle, then use the Shell command to hollow out the solid by removing its top face.
2. To create a bolt, revolve a polyline profile to form the rod, then use cylinders and extrusions to model the head and threads.
3. The helix command is used to create the threads, which are then swept around a triangular profile to give them their distinctive shape.
4. Finally, all the pieces are combined using union to form the complete 3D model of the threaded bolt.
This document provides instructions for creating a custom wheel design in SolidWorks. The design uses revolved features to create the wheel rim and lug nuts. Cut extrusions create the spokes by cutting away from the solid wheel rim. A circular pattern duplicates the cut features to create multiple spokes around the wheel. Dimensioning and fillets are added to complete the wheel profile.
Google SketchUp is 3D modeling software that allows users to create models of anything they can imagine. Models can be built from scratch or downloaded from the Google 3D Warehouse, a large online repository of user-created models. Basic tools include navigation tools to orbit, zoom, and pan around models as well as drawing tools to create shapes. More advanced tools allow pushing and pulling faces, moving objects, and erasing edges. Components and groups allow isolating parts of models. Textures can be optimized and applied to surfaces to add realism. Models can be accurately positioned using Google Earth and exported in formats like CityGML for GIS applications.
The document provides step-by-step instructions for creating a waffle structure that can be laser cut. It involves:
1) Creating a base surface in Rhino, then adding X and Y contours using the Contour command at set distances.
2) Extruding the contour curves to create surfaces, then offsetting the surfaces to add thickness.
3) Using Boolean split to cut slots into the pieces so they can be joined.
4) Separating the X and Y axis pieces, labeling them, and arranging them within the laser cutter bed size.
This document discusses basic dress-up features in Catia such as pocket, fillet, chamfer, draft, and shell. It explains how to use the pocket tool by sketching a shape on a part face and using the pocket command. It also describes how to use fillet to round edges by selecting faces or edges, inputting a radius value, and applying the fillet. The document provides guidance on using dress-up features to modify and enhance 3D CAD models.
The document provides instructions on how to use various tools in Google SketchUp, including the follow me tool, tape measure tool, scaling tool, push/pull tool, offset tool, and x-ray vision tool to create 3D models. It discusses the steps for using each tool and provides examples of how to make spheres, scale objects, cut out openings, and build a table and bench. The document is meant to teach users how to properly utilize different modeling functions in SketchUp.
This document provides an overview of the 3D printing process from modeling to printing. It discusses using Tinkercad to model basic 3D objects from shapes and then import them into Cura for slicing. In Cura, the model can be scaled, rotated, and positioned on the print bed. The document highlights practical applications of these tools like fitting multiple objects on the print bed or orienting parts to minimize supports.
This document provides instructions for basic operations in 3D modeling software, including cruising to move objects, snapping objects together, copying and pasting objects, aligning objects in straight lines, using a ruler to measure distances, smart rotating multiple objects around another object, and smart scaling parts of an object without scaling the whole thing. Key terms are defined such as cruise, snap, align, axis, and transform. Step-by-step instructions are given for each operation.
1. The document provides instructions for using patterns, grouping, hiding/showing, mirroring, and applying materials in a 3D design software. It describes how to create rectangular and circular patterns, path patterns along a spline, group objects, hide and show objects, mirror objects, and apply materials.
2. Key steps include selecting objects, using pattern tools to repeat objects in different directions or around an axis, grouping multiple objects, hiding objects by clicking the eye icon, mirroring objects across a plane, and applying materials of different colors.
3. The goal is to learn various techniques for finishing 3D designs using patterns, grouping, transformations, and materials.
This document provides instructions for modifying 3D objects using merging, subtracting, intersecting, and separating tools. It explains how to use these Boolean operations on 3D shapes like cubes and spheres by selecting them, overlapping them, and then using the appropriate tool from the combine menu. The key steps are outlined for each operation, such as selecting a target and source object and then clicking in empty space to finish. The goal is to teach learners how to combine and manipulate basic 3D shapes.
This document summarizes a workshop session on using Rhinoceros software for urban planners. It introduces mesh vs. NURBS modeling in Rhino and discusses how Rhino can be used to build 3D models of urban developments, as well as create plans, diagrams and perspectives. It provides tips on navigating in Rhino, drawing objects, selecting and manipulating objects in both 2D and 3D. Steps are outlined for making plans, diagrams and perspectives from 3D models in Rhino and exporting them to other programs. Rendering in Rhino is also briefly mentioned.
REFERENCE ELEMENTS such as planes allow for more flexibility when modeling parts compared to only working on outer surfaces. To cut a step into the middle of an edge, a reference plane must first be added and a sketch created on that plane before pocketing out the shape. This provides more control over feature placement than relying solely on part faces. The document then demonstrates using a reference plane to cut a step into the middle of the front edge by sketching on the plane and pocketing.
This document provides instructions for constructing 3D shapes in 4 ways: extrude, sweep, revolve, and loft. Extrude allows pushing a 2D shape out to create a 3D object. Sweep uses a profile shape moved along a path curve. Revolve spins a profile around an axis to form a 3D shape. Loft combines two or more 2D shapes into a single 3D object. Key terms are defined, like profile, intersect, and axis. Step-by-step directions are given for each construction method.
This document provides a step-by-step guide to modeling an Abisola Cube using SolidWorks 2013. It begins by opening a new part file and setting the units to millimeters. A square sketch is then made on the right plane and extruded to 15mm to create the cube shape. Next, an elliptical void is modeled inside the cube by sketching an ellipse and revolving it 360 degrees around a center line to cut through the cube. The guide ensures the model and any voids are fully defined for 3D printing or other applications.
You constrain parts in Sketcher mode to define exact dimensions. You select the edge or area you want to constrain and click the Constrain button to open a dialogue box with constraint options. Common constraints include Distance to define the length between two points, Verticality to define a vertical line, and Concentricity to define two circles as concentric. You can apply multiple constraints at once. Constraining geometry prepares it for use in 3D modeling.
1. The document provides instructions for using various 2D sketch tools in CAD software, including how to sketch basic shapes from the primitives menu, draw polylines and splines, create different types of arcs, fillet and trim shapes, offset shapes, and use the project function.
2. Key tools and functions covered include the rectangle, circle, ellipse, polygon, polyline, spline, two point arc, three point arc, fillet, trim, extend, and offset tools as well as the project function.
3. The project function allows transferring the shape of one 3D object to another by first projecting the shape to a plane like the grid and then extruding the projected shape to create a 3D
The document provides an overview of the Roland 3D laser scanner. It describes the key components of the scanner like the door, table, and power button. It explains how to properly mount objects for scanning and notes they should not be too large, transparent, or glossy. The document outlines the software setup and scanning process, noting the importance of centering objects and using the correct pitches to control resolution for plane and rotary scans. It emphasizes safety, such as keeping the door closed while scanning to avoid cancelling the process.
toolbars and axis , how to import file from autocad to sketchup , basic tools of sketchup , how to extrude walls , how to make a window (quick way ) , how to see dimensions, commands - position camera, walk and look around. All this can be learned in this presentation. A guide for beginners.
This document provides instructions for exploring the 123D design interface and creating a basic bike model. It describes the main components of the interface like the design menu, tools, and view cube. It then guides the user to build a bike by selecting frame, fork, and other parts from the content library and connecting them using the snap tool. The key steps are to drag parts into the workspace and snap their faces together to assemble the bike part by part.
This document provides instructions for creating different types of laser cut joinery, including waffle structure joinery, unrolled tabbed joinery, and notched joinery. The waffle structure joinery instructions involve creating contours on a surface in Rhino to divide it into sections, then extruding and splitting the surfaces to create interlocking pieces. The unrolled tabbed joinery instructions describe unfolding a 3D shape, adding score and cut lines, and using offsets to create tabs for assembly. The notched joinery instructions demonstrate dividing and offsetting edges to create notches, then trimming and projecting the pieces for cutting. Consideration is given to accounting for kerf width for a proper press fit.
Model and texture a photorealistic usb cable with maya and mental raySandra Montoya
This document provides steps to model and texture a photorealistic USB cable in Maya and Mental Ray. It details the modeling process in part 1, including steps to model the USB connector, metal connector, cable curve and thickness variations. Key steps include extruding and beveling faces, adding edge loops, attaching objects to curves and combining meshes. The goal is to create a realistic cable that can be rendered with textures and depth of field effects.
The document describes modeling a pair of vise grips in NX 8.5 software. Each component was modeled separately based on measurements then assembled. Finite element analysis was conducted by applying a 10lb load to test for displacements and stresses. NX proved successful for modeling but had some limitations for movable assemblies. The summary provides a high-level overview of the key details and goals described in the document.
The document provides instructions for creating 3D models of a glass and a threaded bolt in AutoCAD:
1. To create a glass, extrude a circle, then use the Shell command to hollow out the solid by removing its top face.
2. To create a bolt, revolve a polyline profile to form the rod, then use cylinders and extrusions to model the head and threads.
3. The helix command is used to create the threads, which are then swept around a triangular profile to give them their distinctive shape.
4. Finally, all the pieces are combined using union to form the complete 3D model of the threaded bolt.
This document provides instructions for creating a custom wheel design in SolidWorks. The design uses revolved features to create the wheel rim and lug nuts. Cut extrusions create the spokes by cutting away from the solid wheel rim. A circular pattern duplicates the cut features to create multiple spokes around the wheel. Dimensioning and fillets are added to complete the wheel profile.
This tutorial provides instructions for creating a kitchen island in Google SketchUp:
1. Draw a rectangle and use the push/pull tool to pull it up 5 feet to form the base.
2. Add three interior lines to divide the base and erase unnecessary sides.
3. Use the follow me tool to add a mantel around the top.
4. Push the back in 0.5 feet and erase the top rectangle to complete the island shape.
The document provides instructions for drawing geometric shapes like cones and spheres in SketchUp. It describes two methods for drawing a cone - by resizing a cylinder face or using the Follow Me tool. For drawing a cone using the Follow Me tool, the steps are to draw a circle base, lines to form a triangle, select the circle as the path, and use Follow Me to complete the cone shape. To draw a sphere, the instructions are to draw circles for the base path and profile, select the base as the path, use Follow Me to generate the sphere surface, and remove the base circle. Experience with tools like Circle, Move, Push/Pull, Follow Me, and Line is recommended before attempting these advanced shape
These tutorials demonstrate various tools and functions in SolidWorks for creating 3D models. Tutorial 1 describes the SolidWorks user interface. Tutorials 2-18 showcase how to create specific 3D parts using sketches, features like extrude, revolve, sweep, and patterns. Tutorials also cover sheet metal parts, springs, gears, and more. Later tutorials focus on specific modeling tools like revolved boss/base, loft, scale, and changing units.
The document provides an overview and instructions for creating revolve, sweep, and extruded cut features in SolidWorks. A revolve feature rotates a 2D sketch around an axis. A sweep feature moves a 2D profile along a path. An extruded cut removes material instead of adding it, and can include a draft angle. The steps demonstrated include sketching profiles and paths, selecting the appropriate feature tool, and completing the feature to create the modeled shape.
The document is an intermediate tutorial for Google SketchUp. It introduces Bezier curves, which allow for complex shapes. A Ruby script called bezierspline.zip must be downloaded and installed to access these tools. There are different types of Bezier curves - classic, polyline, uniform B-spline, and cubic Bezier. The document compares each type and determines the cubic Bezier curve is the most predictable and controllable. It then demonstrates using the cubic Bezier curve tool to model the profile of an office table edge.
The document is an intermediate tutorial for Google SketchUp. It introduces Bezier curves, which allow for complex shapes. A Ruby script called bezierspline.zip adds Bezier curve tools. There are different types of Bezier curves - classic, polyline, uniform B-spline, and cubic Bezier. The document compares each type using a sample shape and finds the cubic Bezier curve the most predictable and controllable. It then demonstrates using the cubic Bezier curve to model the profile of an office table edge.
A- LES CONCEPTS
Comprehension du bim.
Travailler dans différentes vues.
Classement et hierarchie des éléments dans Revit.
B-L'ENVIRONNEMENT DE TRAVAIL
Page des fichiers rescents et grand R.
Le ruban.
Fenêtre des propriétés.
Explorateur du projet.
Navigation dans un modèle.(zoom, rotation et panoramique).
Selection des objets, et verouillage.
C-DEMARRAGE D'UN PROJET.
Les gabarits.
Travail collaboratif.
Configuration d'un nouveau projet.
Manipulation des niveaux.
Manipulation des files de projet.
Utilisation des cotes temporaires.
C- MODELISATION PAR OBJETS:
Ajout des murs.
Propriété et type de murs.
Utilisation des accroches.
Ajouts de poteaux et poutres.
Ajout de portes et fenêtres.
Ajout d'élements de plomberie et d'électricité.
Utilisation de la jonction entre murs.
Utilisation des contraintes.
D- LIENS, IMPORTS ET GROUPES:
Lier fichiers DWG/DXF/SKP
Création de topogrpahie d'un site à partir d'un fichier.
Création et gestion des groupes.
Création et gestion des liens Revit.
Utilisation du partage d'emplacement.
E- MODELISATION PAR ESQUISSE:
Sols., toits et plafonds.
Toit par extrusion.
Ouvertures.
F-ESCALIERS.
Edition avancée d'escalier.
Edition avancée de gardes corps.
G- EDITION AVANCEE DES MURS:
Création d'un nouveau type de murs..
Création et gestion des murs empilés.
Création et gestion des murs rideaux.
.
H- GESTION DES GRAPHISMES:
Gestion du style des objets.
Gestion du remplacement de la visibilité et du graphisme des éléments.
Création et application des gabarits de vue.
Cacher et isoler les éléments.
Cadrage de la vue.
Plage de vue et entendues.
Vue isométrique d'une selection.
Option d'affichage des graphismes.
I- PIECES:
Création et gestion des pièces.
J- NOMENCLATURE ET ETIQUETTES:
Gestion des étiquettes.
Création et gestion des nomenclatures.
Modification des nomenclatures.
Enrichissement des VCCTP par les nomenclatures.
K-ANNOTATIONS.
Textes.
Dimensions
Symboles.
Légendes.
Détails.
Définir ses annotations.
L- PARAMETRIQUE ET FAMILLES
Utilisation des paramètres en mode projet.
Concept de famille.
Création d'une famille.
Utilisation des contraintes.
Utilisation des formes solides.
M- FEUILLE, IMPRESSION, PUBLICATION:
Création d'une feuille d'impression.
Export CAO.
Publication.
Impression PDF.
N- TRUCS ET ASTUCES.
A découvrir en formation.
Using AutoDesk Inventor to assemble a Trinket boxkrysia
This slide show is based on the premise that pupils have already created the parts for their trinket box (sides, base and lid). It goes through the steps to fully constrain it all together.
The exercise allowed pupils to easily see what they were about to make in 'Craft and Design' (E.g. the types of joint and how it fitted together.
All the exercises in this series were aimed 2nd yr (13/14year olds).
Ghost Mannequin is another name of image manipulation in photoshop. Removing the mannequin and joining the neck of the cloth is the main technique that is used in this process. Some easy steps can be used to do this in photoshop.
Maya is 3D art and animation software commonly used in film and games. It provides tools for modeling, texturing, rigging, animation, rendering, and visual effects. The interface includes menus, shelves, viewports, and panels to transform and edit 3D objects. Basic modeling techniques in Maya include using the polygon shelf to create objects, transforming objects using the move, rotate, and scale tools, and editing object components like vertices, edges, and faces.
SpatialNote is a 3D note-taking tool that helps you keep information organized, no matter how complex it gets. SpatialNote does wonders to your memory, too, by helping you to implicitly create spatial metaphors as you work with your information. This boost the learning, memorization, and recall. Give it a try, start thinking in 3D!
www.spatialnote.com
This document provides steps to create an eye image using shapes in Adobe Illustrator. It explains that the image is made up of 7 different shapes created by combining basic shapes like circles and rectangles. It then lists 20 steps to select and manipulate various shapes to assemble them into a final image of an eye, including instructions to use tools like the shape builder and selection tool to modify the individual shapes.
This document provides instructions for importing a CorelDraw design file into MasterCAM and manipulating the design using translation, rotation, and scaling transforms to fit the design within a rectangle template. The instructions cover selecting and transforming objects using tools like translate, rotate, and XYZ scale to properly position, rotate, and size the design. Chaining is also described as a way to select just the design objects without including the rectangle template for scaling down a large design.
This was also printed out for pupils to use, (many felt it too tricky to switch between powerpoint and Inventor). Slide six asks them to import two files that I had made and placed in a 'Shared Area' for the whole class to access - this of course would need to be set up for pupils to do!
This slideshow was a continuation of 'Intro to Inventor using MugTree example', it is accepted that the pupils have already made the 'base cross halving' section...
This document provides instructions for a Photoshop lesson on basic photo corrections. The lesson contains 3 sections - straightening and cropping an image, replacing colors in an image, and adjusting lightness with the dodge tool. The sections provide step-by-step instructions for using tools like the crop tool, replace color dialog box, and dodge tool to improve a sample photo.
This document provides instructions for using various tools in a dental restoration design software. It describes how to use tools for editing, forming, scaling, shaping, positioning, and rotating restoration designs. It also provides details on selecting regions for scaling and shortcuts for applying different modes within forming and shaping tools. Color codes for different construction lines are also listed.
Photoshop Shape Tool permits you to draw vector shapes inside Photoshop. They are so great, that you don’t need to switch its partner, Adobe Illustrator, to draw vectors except if there is an explicit component you want. This instructional exercise for amateurs will tell you the best way to utilize the shaping apparatus without any preparation. Eventually, we will make a basic undertaking of drawing a straightforward tree utilizing the Shape Tools.
Building a Raspberry Pi Robot with Dot NET 8, Blazor and SignalRPeter Gallagher
In this session delivered at NDC Oslo 2024, I talk about how you can control a 3D printed Robot Arm with a Raspberry Pi, .NET 8, Blazor and SignalR.
I also show how you can use a Unity app on an Meta Quest 3 to control the arm VR too.
You can find the GitHub repo and workshop instructions here;
https://bit.ly/dotnetrobotgithub
3. Objectives
01 Navigate Follow Me and Intersect Tools.
02 Learn how to use Follow Me with components.
03 Learn how to intersect arches and hide
intersection edges with Components.
04 Create 3D models using Follow Me and
Intersect.
4. Follow Me
Follow Me
This tool basically takes a flat face of any shape, and drives it along a path.
BASIC FOLLOW ME
1. Start with a form like this - a box with an arc form pulled up part-way.
2. Use two arcs to create a cutout section in one corner of the box. This is the section that will be
used in Follow Me, in a few different ways.
5. Follow Me
BASIC FOLLOW ME
3. The first way to use this tool is the “real-time” way. First, activate Follow Me
(Tools / Follow Me).
4. Then select (click and release) the cutout face as the face to drive along the
path.
6. Follow Me
BASIC FOLLOW ME
5. Move the cursor to the back endpoint shown. . .
6. . . then move it along the back of the box and the
opposite edge . . .
7. Follow Me
BASIC FOLLOW ME
7. . . and back to the point from which you started. It might be a little tough to get this point since thecutout
shape starts before this point. If you miss it, try zooming in and approaching more slowly, or try approaching
from a different angle.
8. Click at this point, and the section is removed.
8. Follow Me
BASIC FOLLOW ME
9. Undo (hotkey: Ctrl/Cmd + Z) to restore the top edge of the box. Try the real-time Follow Me again, using
the edges shown. Don’t leave out Edge 11, which takes you back to the start point
This may be tough to do - you may end up with incorrect edges selected. If you have trouble, try
approaching endpoints slowly, zooming in, or changing the view. Here is the result - the cutout is made along
the entire path.
9. Follow Me
BASIC FOLLOW ME
10. Undo again. The next method shows how to set the path ahead of time. Activate Select and select all
edges along the top (five edges total).
11. With the edges selected, activate Follow Me. Then select the cutout section.
10. Follow Me
BASIC FOLLOW ME
10. Undo again. The next method shows how to set the path ahead of time. Activate Select and select all
edges along the top (five edges total).
11. With the edges selected, activate Follow Me. Then select the cutout section.
11. Follow Me
BASIC FOLLOW ME
This drives the section around in one step.
12. Undo, and pre-select the edges you used before.
12. Follow Me
BASIC FOLLOW ME
13. Activate Follow Me and use the same cutout section - the same results as before. But with an unusual path
like this, it’s an easier way to make sure you get a clean, closed result.
14. Undo. If you plan to drive a section around a face, you don’t have to select each edge in advance. Use Select
to select just the top face.
13. Follow Me
BASIC FOLLOW ME
15. Then activate Follow Me and select the section - the cutout goes all along the face.
16. Undo and use the face-select method with a side face. . .
14. Follow Me
BASIC FOLLOW ME
17. Undo again. If you want to drive around a face, you don’t have to pre-select it. With nothing selected,
activate Follow Me. Select the section, press Alt/Cmd, and select the top face. Do not click yet
18. With Alt/Cmd still pressed, move the mouse to the side face and click.
15. Follow Me
BASIC FOLLOW ME
18. With Alt/Cmd still pressed, move the mouse to the side face and click.
16. Follow Me
BASIC FOLLOW ME
19. Now we will see how driven sections affect the forms on which they are created. Undo to erase the arc
section and draw a small circle at the corner shown.
20. Use Follow Me to drive it around the top.
17. Follow Me
BASIC FOLLOW ME
21. Now erase or hide one of the side faces. Because the circle section was partially inside the building, you
can see the quarter-circle section sticking into the room.
22. Undo and create a section like this, all outside the building.
18. Follow Me
BASIC FOLLOW ME
23. Drive this section along the top
Now the section has dragged the walls out with it.
19. Follow Me
BASIC FOLLOW ME
24.One way to use Follow Me so that the driven section does not affect the form on which it sits is to use
groups. Undo the last action and select the section face. Make it a group by selecting Edit / Make Group.
25. When using Follow Me on a group, you need to pre-select the path. So, select the top face or select its
edges
20. Follow Me
BASIC FOLLOW ME
26. Activate Follow Me. The section to drive is within the group, so right-click the section and select Edit
Group.
27. Select the Face
21. Follow Me
BASIC FOLLOW ME
28. Right-click outside the group and select Close Group. The top looks like it did before . . .
. . . but if you look inside, you’ll see that the vertical
walls of the room remain unchanged, though you can
see the outline of the group.
22. Follow Me
FOLLOW ME WITH COMPONENTS
You can also use components for the same effect, with the advantage that you can reuse sections repeatedly.
A good example is the use of moldings..
1. Start with a box and remove the floor, so that you can see the moldings.
2. Draw a molding section on the outside of the box.
23. Follow Me
FOLLOW ME WITH COMPONENTS
You can also use components for the same effect, with the advantage that you can reuse sections repeatedly.
A good example is the use of moldings..
3. Use Follow Me on this section along the top of the box. This cuts material from the top of the box, but doesn’t
create a molding inside the box
24. Follow Me
FOLLOW ME WITH COMPONENTS
4. Undo, and select the molding face. Make it a component by using the icon or selecting Edit / Make
Component. (Or right-click on the section and select Make Component.) Assign a name and be sure that
Replaced selected is checked.
25. Follow Me
FOLLOW ME WITH COMPONENTS
The section now has a bounding box, like it would as a group.
5. If the Component Browser is not open, select Window /
Components. Click the In Model icon.
26. Follow Me
FOLLOW ME WITH COMPONENTS
The section now has a bounding box, like it would as a group.
5. If the Component Browser is not open, select Window /
Components. Click the In Model icon.
27. Follow Me
FOLLOW ME WITH COMPONENTS
6. To drive this component around the top of the box, first select the top face or the four top edges. Then activate
Follow Me. Right click on the component and select Edit Component.
7. Select the molding face.
28. Follow Me
FOLLOW ME WITH COMPONENTS
8. Right-click outside the molding and select Close Component. (You can also go to Select mode and
click outside the component bounding box.)
Here is the result from the outside - the box remains closed on top.
29. Follow Me
ROUND OBJECTS
By extruding a face along a circle, you can create rounded, or lathed, objects
1. We’ll start with the most basic round shape - a sphere. Start with a circle.
2. Orbit so that you can create a new circle perpendicular to the first one. Start the new circle at the center
point of the first one, and make it larger.
30. Follow Me
ROUND OBJECTS
By extruding a face along a circle, you can create rounded, or lathed, objects
3. Select the new, larger circle.
4. Activate Follow Me, and select the smaller circle. The smaller circle is driven around the larger one.
31. Follow Me
ROUND OBJECTS
By extruding a face along a circle, you can create rounded, or lathed, objects
5. Erase the larger circle to get the sphere.
You also could have driven the larger circle around the smaller one, but then you would have to erase a
circle inside the sphere
32. Follow Me
ROUND OBJECTS
By extruding a face along a circle, you can create rounded, or lathed, objects
6. For another way to create a sphere, start with a half-circle arc closed by a line.
7. Draw a circle perpendicular to the arc shape. The center point must be aligned with the line, but does
not have to touch it. (It might help to use Measure to draw a construction line. You can center the circle at the
endpoint of the construction line.) The circle can be any size, as long as its center point is located correctly
33. Follow Me
ROUND OBJECTS
By extruding a face along a circle, you can create rounded, or lathed, objects
8. Select the circle, activate Follow Me, then select the arc shape. The sphere is created.
9. To create a hemisphere, start with the same arc shape as before. Draw a perpendicular circle of any size at
the midpoint of the arc shape line.
34. Follow Me
ROUND OBJECTS
By extruding a face along a circle, you can create rounded, or lathed, objects
10. Select the circle and activate Follow Me on the arc shape, to create the hemisphere
11. Where you place the circle affects the outcome of the extrude. Draw a rectangle with some lines and arcs
inside it.
35. Follow Me
ROUND OBJECTS
By extruding a face along a circle, you can create rounded, or lathed, objects
12. Erase as needed to make a face like this.
13. Place a perpendicular circle at the corner point shown.
36. Follow Me
ROUND OBJECTS
By extruding a face along a circle, you can create rounded, or lathed, objects
14. Use this circle to extrude the shape, and this is the result, shown in X-Ray mode. The rectangular
cutout is in the center of the object.
37. Follow Me
ROUND OBJECTS
By extruding a face along a circle, you can create rounded, or lathed, objects
15. Undo, and move the circle to this corner point.
16. The extrusion this time has the rectangular cutout on the outside and the curved portion on the inside.
38. Follow Me
ROUND OBJECTS
By extruding a face along a circle, you can create rounded, or lathed, objects
17. Here’s a funny aspect of Follow Me. Change the circle so that it is a half-circle. (This is easily done if
the circle has segment endpoints along the face edge. Then you can use a line to divide the circle, and erase
the top half.)
18. Use Follow Me along the 180-degree arc (not the half-circle face). If you look closely, you can see that
the start and end faces are not flush.
39. Follow Me
ROUND OBJECTS
By extruding a face along a circle, you can create rounded, or lathed, objects
19. Undo, and make sure nothing is selected. Activate Follow Me and select the face, then extrude it
manually along the arc. Now you can see the problem - the face is Push/Pull’d along the first arc
segment, and after that the extrusion is curved. So, arcs don’t always give you the results you’d expect.
40. Follow Me
ROUND OBJECTS
By extruding a face along a circle, you can create rounded, or lathed, objects
19. Undo, and make sure nothing is selected. Activate Follow Me and select the face, then extrude it
manually along the arc. Now you can see the problem - the face is Push/Pull’d along the first arc
segment, and after that the extrusion is curved. So, arcs don’t always give you the results you’d expect.
41. Intersect with Models
This tool basically enables you to perform solid Boolean functions - combining, intersecting, and/or
subtracting one solid from another.
CUTTING AND EMBOSTING
1. Start with an arc and use Offset to create an outer arc. Connect the arcs with lines to complete the face.
2. For future reference, right-click on the original arc and select Point at Center
42. Intersect with Models
CUTTING AND EMBOSTING
3. Orbit to face the front of the arc face, and use Freeform to create a shape like this.
4. Use Push/Pull on both the freeform face and the arc face so that they intersect like this:
43. Intersect with Models
CUTTING AND EMBOSTING
5. To find the intersection edges, select the arc wall (or at least the front and back faces of it), right-click and
select Intersect with Model. (You can also find this on the Edit menu.)
There are now edges where the freeform face meets
the wall.
44. Intersect with Models
CUTTING AND EMBOSTING
6. To see these edges better, delete the portions of the freeform body that extend past the arc wall on either
side.
7. Now erase the faces inside these edges, on both sides of the arc wall. The result is a solid arc wall with a
solid cutout.
45. Intersect with Models
CUTTING AND EMBOSTING
8. Embossing is similar. Use Undo to return to the step before the intersection edges were created.
9. Switch to X-Ray mode and Push/Pull the freeform body so that it stops inside the wall.
46. Intersect with Models
CUTTING AND EMBOSTING
10. Select the freeform body and activate Rotate(Tools / Rotate). Place the protractor at the
construction point.
11. Press Ctrl/Option to make copies, and set the reference axis anywhere. Rotate-copy the original
form on either side.
47. Intersect with Models
CUTTING AND EMBOSTING
12. he intersection edges are only needed on the outer face of the arc wall. Right-click on this face and
select Intersect with Model.
13. Erase the overhanging portions to see the three sets of intersection edges.
48. Intersect with Models
CUTTING AND EMBOSTING
14. Erase the freeform faces, and you see partial cutouts - similar to poking the bodies slightly into the wall.
49. Intersect with Models
INTERSECTING ARCHES
This exercise is pretty straightforward - intersecting two arches that meet at a 90-degree angle.
1. Use Rectangle and Arc to draw an arch. Select all edges except for the bottom one, and use Offset to
create an inner arc. Then erase the bottom edge.
50. Intersect with Models
INTERSECTING ARCHES
2. Push/Pull it out and display the hidden edges (View / Hidden Geometry). This is so that we will have a
reference for copying and rotating.
51. Intersect with Models
INTERSECTING ARCHES
3. Select the arch and activate Rotate. Shift-lock the protractor to the red-
green plane and place it at the
midpoint of the top (hidden) edge of the arch.
4. Press Ctrl/Option for copying, and set the rotation axis anywhere. Enter, or
snap to, a 90-degree rotation
angle.
52. Intersect with Models
INTERSECTING ARCHES
5. With the copied arch still selected, activate Scale. Drag the top center
handle upward to create a higher arch.
53. Intersect with Models
INTERSECTING ARCHES
6. Deselect everything and hide the hidden edges. We
want to cut the arch openings, but first we need the
intersection edges
7. Select both arches, and right-click and select
Intersect with Model.
54. Intersect with Models
INTERSECTING ARCHES
8. To cut the openings, switch to a front or side view
and use a right-to-left window to select and delete
everything inside the shorter arch.
9. Do the same for the higher arch. This is how the
model should look from the bottom (this one was
Push/Pull’d to shorten the arch lengths).
55. Intersect with Models
INTERSECTING ARCHES
10. Recreate and erase edges as needed to clean up the
ceiling and floor. This is sometimes easier to do in
X-Ray or Wireframe mode.
56. Intersect with Models
Hiding Intersection Edges with Components
1. Start with a short rectangular box. Right-click one of the long top edges
and select Divide.
2. Move the cursor until the edge is divided into three segments. If you hover
over the division point, the tool tip will tell you the number of segments
and the segment length.
57. Intersect with Models
Hiding Intersection Edges with Components
3. Do the same for the other long top edge.
4. Select the middle back edge and activate Move.
Press Alt/Cmd for Autofold and move this edge up.
(Without Autofold, the edge cannot move up.) If
your model does not look like this, you can erase and
recreate the needed edges.
58. Intersect with Models
Hiding Intersection Edges with Components
5. We will add skylights to this sloped roof. Display the
Component Browser (Window / Components).
Open the Shapes category and click one of the
spheres.
6. Drag the sphere to the sloped face.
59. Intersect with Models
Hiding Intersection Edges with Components
7. Unless the size of your model is perfect, you will
have to resize the sphere. With the component still
selected, activate Scale and drag one of the corner
handles outward.
8. Move the sphere as needed in the red, green, and blue
directions so that it sticks out of the roof,
approximating a skylight. It helps to do this in the
Top and Left / Right views
60. Intersect with Models
Hiding Intersection Edges with Components
9. Activate Move and press Ctrl/Option to make a copy.
Select two points along the sloped edge to place a copy on
the other end of the face.
10. Type “2/” (or whatever number you want)
to create some more skylights between the
first and last ones.
61. Assessment
Identify the following.
1. This tool basically takes a flat face of any shape, and drives it along a path.
2. Where can you see the Follow Me?’
3. How to create rounded objects?
4. How to display the Intersect With Model?
5. How to display Components Browser?