Autodesk Inventor Sculpt Feature
Autodesk Inventor Sculpt Feature
In this Skill Builder, you use the Sculpt tool on a supplied sample file
to create complex part shapes. So you can refer to the finished
product, the sample file is delivered in a finished state. To complete
the Skill Builder, you roll back the End of Part marker, delete the
existing sculpt features, and then re-create the sculpt features using
the remaining surface geometry.
Sculpt uses surfaces, faces, or work planes in selection sets to define
3D regions where material is either removed or added. Surfaces and
faces created using complex lofts or sweeps can produce quite
sophisticated shapes. A sculpt can take that sophistication to the next
level. Sculpt gives you the ability to create complex and refined solid
shapes that would otherwise be very difficult if not impossible to
construct.
Download the associated zip file, extract, and then open the part. The
solid portions of this part were created using three sculpts: two to
define the pitcher body and one to define the handle.
First, lets examine the lofted surface that defines the pitcher exterior
face. Drag the End of Part marker just below the LoftSrf exterior
node. Expand the node.
Pause the cursor over each sketch node to highlight the sketch in the
browser. Sketch1 defines the base of the pitcher.
This sketch was created on a work plane offset from the origin XY
Plane.
Sketch3 and Sketch4 were created on the origin XZ Plane and were
used as guide rails to define the side profiles.
When creating part models its almost always wise to define feature
geometry with respect to the origin geometry, whenever possible.
Since the origin geometry is unchanging and therefore stable, this
helps ensure that your models are stable, as well as economical. For
example, because Sketch1 and Sketch2 are centered on the origin
Center Point, the guide rail sketches can be created on the origin XZ
Plane. The design intent is that the guide rails are located on the
central cross section of the part intelligent use of the origin
geometry naturally ensures that the rails are centered, without any
further use of added construction geometry.
Expand the node and pause the cursor over Sketch5. This sketch
defines the central profile of the loft, which, in turn, will help define the
central profile of the pitcher spout.
Sketch6 and Sketch8 define the beginning and ending loft extents.
Finally, drag the EoP marker just below LoftSrf interior. This loft
helps determine the interior shape of the pitcher.
Sketch13 defines the top of the loft. This sketch was created by
projecting Sketch2 (contained in LoftSrf - exterior) and then offsetting.
The solid does not yet preview because the sculpt still contains an
open region a successful sculpt requires that the sculpt region is
completely enclosed. In this example the bottom of the sculpt is not
yet defined.
In the browser, expand the Origin folder and select the XY Plane.
This is another example of intelligent and economical design:
because this origin plane coincides with the bottom of the pitcher, the
origin plane can be used to help define the sculpt there is no need
for additional work geometry or surface geometry.
To define the interior portion of the pitcher, it may seem that a shell
would work. However, because the design intent is that the interior
surface be tapered with respect to the exterior surface, a shell will not
work. Regardless, at least two methods remain.
The first option is that you could create a lofted extrusion to remove
the interior material, using the sketches currently consumed in LoftSrf
interior.
Two more selections are needed. Select Work Plane6 to define the
sculpt bottom.
Click OK.
While you were selecting the sculpt bounding geometry, you probably
noticed the glyphs attached to each selection. These are controls that
let you specify an alternate or opposite solution.
The preview shows the default sculpt when you select the internal
surface and the two work planes.
When you select the arrow on the control attached to the surface
selection, the solution flips in the direction of that arrow, in this
example, to the outside of the selected surface. Notice, too, that there
must be bounding geometry available to define an extent for the
flipped solution.
One more sculpt and the part is nearly finished. Drag the EoP marker
just below Sculpt - handle.
Notice that the arrow control on the inner surface as on all the
surfaces - points in both directions. This indicates that the associated
region, for this particular example, will fill on both sides (if required
bounding geometry is available), by default.
Click the control arrow as shown in the following image. This
indicates that you want the operation whether fill or remove to
execute on that side. In addition, the selection also indicates that the
arrow on the opposite side of the control should switch to the
opposite of its current state. If currently set to fill, then it switches to
remove, and vice versa. In this example, this selection infers that you
want fill outside the loop but not inside.
The sculpt previews. Notice that even though the glyph switches to a
single arrow, the opposite arrow is still available when you pause the
cursor over the glyph. (Do not select the arrow.)
Click OK.
To finish a sculpted part you will almost always want to add fillets or
rounds. Because the original sculpt geometry was lost in the course
of this workflow, the existing fillets will fail when you move the EoP
marker. The following image shows the original fillets.
You can re-create the fillets but it isnt necessary for this skill builder.
If you do re-create the fillets you may find that the creation order of
the fillets and rounds on the handle is important. For example, you
may need to create the fillet between the handle and pitcher body
before you create the round on the outside of the handle. The fillet
radius will also influence whether a fillet is successful, of course. You
can also experiment with variable radius fillets to create even more
The intent is to adjust the sketch spline, however, the sketch loop for
the outer surface of the handle needs to be visible for reference.
Right-click Sketch22, nested under RevolutionSrf1, and then select
Visibility.
The outer loop is now available for visual reference as you adjust the
inner loop.
Sculpt, especially when used with other shape description tools such
as Loft, Sweep, Replace Face, and Fillet, gives you the ability to
create almost any complex shape. The bulk of the work lies in setting
up the sculpt bounding geometry. In addition, as mentioned earlier,
Sculpt is like other design workflows within Inventor: up-front planning
can make the difference between a part that is intelligently structured,
robust, and easy to editand a part that isnt.