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Autodesk Inventor Sculpt Feature

autodesk inventor Sculpt Feature

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Asim Khokar
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0% found this document useful (0 votes)
381 views40 pages

Autodesk Inventor Sculpt Feature

autodesk inventor Sculpt Feature

Uploaded by

Asim Khokar
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Training

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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.

Download the Dataset

sculpt.zip (zip - 1994Kb)

Fillets and rounds were then added to finish the part.

The time-consuming portion of the Sculpt workflow consists in


creating the defining geometry, such as lofted surfaces, in the needed
positions and desired shapes. Like anything else, you get what you
pay for: to get the desired sculpt shape, you will probably need to
spend a fair amount of time creating and adjusting the defining
surface geometry. By comparison, the sculpt operation itself is very
quick. Keep in mind that sculpt is like other workflows within Inventor:
it pays to plan before you begin your modeling work so that your
design will be as simple, economical, and robust as possible.
Note: For expediency, the skill builder reviews various details of how
the defining geometry was created but you will not need to create that
geometry.
To begin, drag the End of Part marker just below the Sculpt interior
node.

Select both sculpt nodes, right-click, and then select Delete.


If the Delete Features dialog box appears, remove the check mark
next to consumed sketches and features. Click OK.
The three lofted surfaces used to define the pitcher body should
remain.

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.

Sketch2 defines the top.

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.

Drag the EoP marker just below LoftSrf top.

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.

Sketch9 is a guide rail and works in close conjunction with Sketch5 to


define the spout region of the loft.

Sketch11 defines the guide rail opposite Sketch9.

Without this guiderail, the shape defined by Sketch5 and Sketch9


would propagate all the way across the loft profile undesirable for
this design intent. The following image shows the surface without
Sketch11.

Sketches 6, 8, 9, and 11 were created on work planes offset from the


origin planes.

Finally, drag the EoP marker just below LoftSrf interior. This loft
helps determine the interior shape of the pitcher.

Sketch12 defines the bottom of the loft.

Sketch13 defines the top of the loft. This sketch was created by
projecting Sketch2 (contained in LoftSrf - exterior) and then offsetting.

Sketch14 and Sketch15 are guiderails and closely follow their


companion guide rails Sketch3 and Sketch4 (contained in LoftSrf
exterior).

When setting up bounding geometry for the sculpt, you need to be


able to roughly visualize how the surfaces and faces in conjunction
will define the sculpt shape. But dont be overly concerned if you cant
picture the final shape exactly you can edit and fine tune the
various surfaces after creating the sculpt.
We are now ready to create the first sculpt the exterior portion of
the pitcher. Click the Sculpt tool.

Ensure that Feature Preview is selected.

Select LoftSrf top. You can select in the browser.

Select LoftSrf exterior.

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.

Once the solver determines that the region is completely enclosed,


the sculpt previews. Click OK.

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.

The second option is to use another sculpt. This is probably a little


less efficient than using the lofted extrusion, but just for the sake of
showing how a sculpt can remove material, as well as add material,
we will use a sculpt.
Press the Spacebar to activate the Sculpt command again. (The
Spacebar within Inventor activates the most recently-used
command.)
Select the Remove option.

Select LoftSrf interior.

Two more selections are needed. Select Work Plane6 to define the
sculpt bottom.

Select Work Plane1 to define the top.

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.

This simplified example shows an inner surface surrounded by an


outer surface, intersected by two work planes.

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.

Delete Sculpt - handle. (The consumed surfaces should remain and


be visible.)

Click the Sculpt tool.


Select each of the surfaces as shown in the image. (Mirror2 is also a
selection.)

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.)

In effect, the arrows act as toggles: if a fill is currently indicated,


selecting the associated arrow switches to a remove, and vice versa.
Before you click OK, expand the dialog box. As an alternative to
using the direction controls in the graphic window, you can instead
select the direction icons to flip the sculpt solutions. (Do not select
and switch the icons for this example.)

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

refined and subtle shapes.


One more tip and you will be finished. Lets assume that the handle
shape should be tweaked slightly. Expand the Sculpt14 browser
node, right-click RevolutionSrf2, and then select Edit Sketch.

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.

Furthermore, you can also adjust Sketch22 while Sketch23 is in edit


mode.

In fact, if you simply want to drag sketch geometry, a sketch only


needs to be visible, not in edit mode. After you drag geometry, click
the Update tool to refresh the associated geometry.

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.

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