AutoCAD 2010 Learning AutoCAD 3D
AutoCAD 2010 Learning AutoCAD 3D
Intermediate
AutoCAD
®
2010
Learning AutoCAD 3D ®
001B1-050000-CM20A
July 2009
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Contents
Introduction ....................................................................................................... ix
Contents ■ iii
Lesson: Introduction to Free-Form Design .................................................... 82
About Free-Form Design ..................................................................... 83
Using Free-Form Design ...................................................................... 85
Exercise: Use Free-Form Design .......................................................... 88
iv ■ Contents
Chapter 3: Editing Models ......................................................................... 177
Lesson: Adding Detail to Your Solid Models ................................................ 178
Filleting Solid Models ........................................................................ 179
Chamfering Solid Models .................................................................. 181
Slicing a Solid Model ......................................................................... 184
Exercise: Create 3D Fillets and Chamfers .......................................... 187
Exercise: Slice a Solid Along a Plane ................................................. 190
Lesson: Editing Solid Models ....................................................................... 192
Extruding Faces ................................................................................. 193
Moving Faces .................................................................................... 195
Offsetting Faces ................................................................................. 196
Deleting Faces ................................................................................... 198
Rotating Faces ................................................................................... 199
Tapering Faces ................................................................................... 201
Creating a Shell ................................................................................. 203
Imprinting Edges ............................................................................... 204
Separating Solids ............................................................................... 205
Changing Face Color ......................................................................... 207
Changing Edge Color ......................................................................... 208
Slicing Solids ...................................................................................... 210
Exercise: Edit Solid Models ............................................................... 212
Exercise: Edit Solids to Create Complex Shapes ................................ 216
Lesson: Manipulating the Model ................................................................ 218
About Solid History and Editing Methods ......................................... 219
About Grip Editing Solid Models ....................................................... 221
Editing Sub-Objects ........................................................................... 224
Manipulating Objects with the 3D Gizmo ......................................... 226
Aligning in 3D .................................................................................... 235
Exercise: Edit Solids Using Grips and Sub-Object Selection ............... 237
Exercise: Manipulate the Models - Mechanical ................................ 239
Exercise: Manipulate the Models - Architectural .............................. 242
Lesson: Duplicating the Model .................................................................... 245
Mirroring in 3D ................................................................................. 246
Arraying in 3D ................................................................................... 248
Exercise: Mirror Objects in 3D .......................................................... 252
Exercise: Array Objects in 3D ............................................................ 254
Lesson: Converting 2D Objects ................................................................... 256
About Converting 2D Objects to Solids or Surfaces .......................... 257
Converting to Solids .......................................................................... 258
Converting to Surfaces ...................................................................... 260
About Thickening Surfaces into Solids .............................................. 261
Thickening Surfaces to Solids ............................................................ 262
Exercise: Convert Objects ................................................................. 264
Contents ■ v
Lesson: Basic Mesh Modeling ..................................................................... 267
Editing Meshes .................................................................................. 268
Smoothing Meshes ........................................................................... 273
Creasing Meshes ............................................................................... 277
Subobject Edits ................................................................................. 279
Exercise: Edit Mesh Surfaces ............................................................. 286
vi ■ Contents
Lesson: Using the Sun ................................................................................. 401
About the Sun ................................................................................... 402
About the Render tab ....................................................................... 403
Specifying Your Scene's Geographic Location ................................... 405
About the Sun Properties Palette ..................................................... 410
Exercise: Use the Sun ........................................................................ 416
Lesson: Rendering ....................................................................................... 419
About the Rendering Environment and Render Presets .................... 420
Rendering Views, Cropped Regions, and Selected Objects ............... 421
About the Render Window and Image Information .......................... 423
Render Output Size and Format ....................................................... 426
Advanced Rendering ......................................................................... 429
Exercise: Render an Architectural Scene ........................................... 432
Exercise: Render a Mechanical Scene ............................................... 434
Lesson: Navigating the Model ..................................................................... 437
Walking and Flying Through a Model ............................................... 438
Recording an Animation .................................................................... 443
Using Animation Paths ...................................................................... 445
Exercise: Walk Through a Model and Create a Path Animation ......... 448
Lesson: Leveraging Cameras and Views ...................................................... 451
About Cameras .................................................................................. 452
Creating Cameras and Views ............................................................ 453
Activating and Managing Camera Views ........................................... 458
Viewing ShowMotion Presentations ................................................. 464
Creating Views for Presentation with Show Motion ......................... 466
Exercise: Create Camera Views ......................................................... 469
Exercise: Use ShowMotion ................................................................ 473
Contents ■ vii
Acknowledgements
The Autodesk Learning team wishes to thank everyone who participated in the
development of this project, with special acknowledgement to the authoring
contributions and subject matter expertise of Ron Myers and CrWare, LP.
CrWare, LP began publishing courseware for Autodesk® Inventor® in 2001. Since
that time, the company has grown to include full-time curriculum developers,
subject matter experts, technical writers, and graphics specialists, each with a
unique set of industry experiences and talents that enables CrWare to create
content that is both accurate and relevant to meeting the learning needs of its
readers and customers.
The company's Founder and General Partner, Ron Myers, has been using
Autodesk® products since 1989. During that time, Ron Myers worked in all
disciplines of drafting and design, until 1996 when he began a career as an
Applications Engineer, Instructor, and Author. Ron Myers has been creating
courseware and other training material for Autodesk since 1996 and has written
and created training material for AutoCAD®, Autodesk Inventor, AutoCAD®
Mechanical, Mechanical Desktop®, and Autodesk® Impression.
viii ■ Acknowledgements
Introduction
Welcome to the AutoCAD 2010: Learning AutoCAD 3D training guide for use in Authorized Training
Centers (ATC®) locations, corporate training settings, and other classroom settings.
Although this guide is designed for instructor-led courses, you can also use it for self-paced learning.
The guide encourages self-learning through the use of the AutoCAD® Help system.
Course Objectives
After completing this guide, you will be able to:
■ Work within the 3D environment and represent a design by creating solid or mesh primitives.
Begin working with free-form organic meshes.
■ Create advanced solid, surface or mesh models from 2D profiles. Create composite models using
booleans, and extract information from those models.
■ Complete a solid model design by adding the necessary features to detail, duplicate, and position
3D models. Also to convert 2D objects to 3D objects. Use subdivision mesh editing to manipulate
and mold free-form meshes.
■ Document a 3D design by creating 2D drawings for production and visualization.
■ Communicate your design ideas using visual styles, lights, model walk-through tools, and
renderings.
■ Output your 3D model to a 3D printer.
ix
Prerequisites
This guide is designed for the AutoCAD user who possesses an introductory-level knowledge of
AutoCAD or has been using AutoCAD for some time and understands the basics of working with
AutoCAD. Terminology and instructions assume this level of experience when concepts, procedures,
and exercises are discussed.
It is recommended that you have a working knowledge of:
■ Microsoft Windows® or Microsoft® Windows® Vista.
■ The current or a previous release of AutoCAD.
■ How to create and edit basic AutoCAD objects.
■ How to create and work with layouts.
CD Contents
The CD attached to the back cover of this book contains all the data and drawings you need to
complete the exercises in this guide.
x ■ Introduction
After launching the onscreen exercises, you might need to alter the size of your application
window to align both windows.
Supplemental Exercises
The exercises which are installed to your desktop also contain a section entitled Supplemental
Exercises. These additional exercises at the end are designed to enhance your 3D skills in working with
3D objects and designs.
After you install the data from the CD, this folder contains all the files necessary to complete each
exercise in this guide. You can also use the Autodesk Learning shortcut on your desktop to quickly
access the datasets for each ATC guide on your computer.
Introduction ■ xi
Imperial and Metric Datasets
In exercises that specify units of measurement, alternative files are provided as shown in the following
example:
■ Open i_stair_settings.dwg (imperial) or m_stair_settings.dwg (metric).
In the exercise steps, the imperial value is followed by the metric value in parentheses as shown in the
following example:
■ For Length, enter 13'2" (4038 mm).
For exercises with no specific units of measurement, files are provided as shown in the following
example:
■ Open c_stair_settings.dwg (common).
In the exercise steps, the unitless value is specified as shown in the following example:
■ For Length, enter 400.
Some exercise may be provided with only a metric or imperial version. In those instances, you will be
asked to enter the appropriate value, as described previously.
Warnings provide information about actions that might result in the loss of data, system
failures, or other serious consequences.
Feedback
We always welcome feedback on Autodesk Official Training Guides. After completing this course, if
you have suggestions for improvements or if you want to report an error in the book or on the CD,
please send your comments to [email protected].
xii ■ Introduction
Chapter
Introduction to 3D Modeling
The lessons covered in this chapter familiarize you with 3D modeling and how you view your designs
as you create them. You also learn the coordinate system and how you can use it to help you create 3D
designs.
Creating 3D models of your designs helps you to refine your ideas because you can visualize the
relationship of design components. This same visualization of 3D models also helps you communicate
the design idea to others. Because of the need to communicate ideas to others, every design discipline
can use 3D modeling at some point in the design process.
The lessons in this chapter teach you the methods, commands, and options for creating 3D models.
Methods covered include creating your designs with predefined shapes of different types, both solid
and mesh.
Objectives
After completing this chapter, you will be able to:
■ Explain the differences in 3D model types and how you view and display the models.
■ Create solid models from primitive shapes.
■ Create mesh models from primitive shapes.
■ Describe the 3D coordinate system, and how to define a custom coordinate system, control the
display of the coordinate system icon, and how to acquire a point in 3D space.
■ Define and describe the design process.
1
Lesson: Introduction to 3D
This lesson introduces you to 3D modeling. It starts with an explanation of the types of 3D models you
can create and how you can change your viewing direction in 3D space to look at your designs from
different directions. It then explains a few of the commands that you can use to change your viewing
direction, change the representation display of your models, and change the number of viewports and
associated displays within the drawing area.
The reason you create a design is to validate a concept and to communicate it to others. By creating
your design as a 3D model, you are able to do both of these with a lot more clarity.
In the following illustration, the drawing window is split into four equal viewports so the building and
site can be viewed in different directions. Each of the views is also set up to display the geometry
slightly differently based on the designer's needs.
Objectives
After completing this lesson, you will be able to:
■ Describe the types of 3D models and their benefits.
■ Explain the different ways you can view 3D models.
■ Change the display of the models by changing the active visual style.
■ Describe the ViewCube and its options.
■ Activate and use the ViewCube to navigate in a 3D environment.
■ View your model using Constrained Orbit.
■ Set and adjust model space viewports.
Lesson: Introduction to 3D ■ 3
Example of 3D Model Types
While you can create your designs as wireframe models, you will find solids, and sometimes surface
models, more useful to design with. If you need to model how the contour of land changes in an area,
creating a surface model from contour lines at the various elevations is the most productive model
creation method. You may also find creating surface models more practical if you are creating very
thin-walled products like plastic bottles or the clear plastic packaging formed to hold merchandise. For
all other designs such as buildings, bridges, desks, and mechanical parts, solid models offer you the
most versatility in creating, editing, and displaying your design.
In the following image, a 3D model of a new idea for material handling equipment was created to
better discuss the design's merits and issues.
Display Types
As you add more detail to your modeled design, your ability to understand what you are looking at,
with respect to your model, depends more on how you display the model. There are three main ways
of displaying a surface, mesh, or solid model. You can have it display as a wireframe, where only the
edges are displayed, but you can see all the edges as if it were a wireframe model. You can have it
display in hidden mode, where all edges are displayed except the ones that cannot be seen based on
the current viewing direction. Or, you can display it in a shaded form, thereby only showing the visible
faces and edges of the model based on its current viewing direction. Each of these display modes have
slight variations that change the quality or characteristics of the model that is displayed. By selecting a
visual style, you activate one of these uniquely saved display modes to have your model display in that
fashion.
Lesson: Introduction to 3D ■ 5
Example of Navigating and Displaying 3D Models
In the following illustration, the model showing a newly proposed material handling equipment cart
has been orbited in a way to help communicate the design. It is also being displayed in a conceptual
mode to give it the appearance of a hand-sketched design that has been colored in. This type of
display can then be used within a presentation to give it a different type of look and feel.
Icon Option
2D Wireframe
3D Wireframe
3D Hidden
Conceptual
Realistic
Lesson: Introduction to 3D ■ 7
Command Access
Visual Styles
The following icons are associated with the menu and toolbars for the different visual styles.
Icon Option
2D Wireframe
3D Wireframe
3D Hidden
Conceptual
Realistic
Switching to a Wireframe display can make the selection process quicker if you are
trying to select edges and corners that are on different sides of a model.
Description of ViewCube
The ViewCube is an interactive way to change the view in a 3D model. You can intuitively view any of
the standard or isometric views of your model from the ViewCube.
The ViewCube is displayed in one of two states: inactive and active. When you first select a 3D visual
style, the ViewCube is displayed as inactive in the top right corner of the drawing area by default.
When you move your cursor over the ViewCube, it becomes active with hot spots that highlight as you
pass your cursor over different parts of the cube. To switch views, you click on a hotspot to restore the
associated view. The ViewCube then aligns itself to show the new orientation.
You can also switch between views in your drawing using the compass ring at the base of the
Lesson: Introduction to 3D ■ 9
ViewCube. The compass ring displays North based upon what has been defined for the drawing WCS.
Hence, when you click the N on the compass, the model view will switch to what has been defined as
the North view of the model.
In addition to the predefined viewpoints, you can click and drag the cursor on the cube to orbit the
model freely.
ViewCube Options
When the Viewcube is active, the following options are available:
Home: Activates the view that is set as the Home view. You can set the current view to the Home
view from the ViewCube shortcut menu.
Hotspot: Highlights when you move your cursor over edges, corners or sides. Click on the hotspot
to activate the corresponding view in the drawing.
Coordinate System: Specify the coordinate system (UCS or WCS). You can also create a new UCS
from this pull-down menu.
Compass: Displays the North, East, South, and West directions as defined in the drawing. You
can click and drag along the compass to rotate the view. You can turn the compass off in the
ViewCube settings.
Rotate: Rotates the current view 90° in the selected direction: counterclockwise or clockwise.
This option is not available in isometric views.
Current View: Displays in a darker gray color to indicate this is the current view in the drawing.
Command Access
ViewCube Display
Lesson: Introduction to 3D ■ 11
ViewCube Display
Option Description
Parallel Displays the current view using parallel projection. This type of view shows
a 3D view as if a hypothetical camera point and target point are in the same
position. This will usually show a flat view.
Perspective Displays the current view using perspective projection. This type of view
shows a 3D view as if a hypothetical camera point and a target point have a
distance between them. This creates a more realistic view.
Perspective with Automatically displays the current view using perspective or parallel projection
Ortho Faces depending on the view. When the current view is an isometric view, the view
is displayed using perspective projection. When the current view is a face view,
such as top, left, or front, the view is displayed using parallel projection.
Set Current View Sets the current view as the Home view.
as Home
ViewCube Activates the ViewCube settings dialog box where you can control the visibility
Settings and display properties of the ViewCube.
ViewCube Settings
In the ViewCube Settings dialog box, the preview thumbnail displays a real-time preview of the
ViewCube as you specify the following settings.
Lesson: Introduction to 3D ■ 13
Option Description
On-screen Specifies which corner of the viewport the ViewCube should be displayed in.
Position The ViewCube can be positioned in any of the four corners of the drawing.
Inactive Opacity Determines the opacity level of the ViewCube when it is inactive.
Show UCS Menu Controls the display of the UCS drop-down menu below the ViewCube.
Snap to Closest Specifies if the current view is adjusted to the closest preset view when
View changing the view by dragging the ViewCube.
Zoom to Extents Specifies if the model is forced to fit the current viewport after a view change.
After View
Change
Use View Controls the use of smooth view transitions when switching between views.
Transitions When
Switching Views
Orient ViewCube Orients the ViewCube based on the current UCS or WCS of the model.
to Current UCS
Keep Scene Specifies whether the viewpoint of the model can be turned upside down or
Upright not.
Show Compass Controls whether the compass is displayed below the ViewCube. The
Below the North direction indicated on the compass is the value defined by the
ViewCube NORTHDIRECTION system variable.
Lesson: Introduction to 3D ■ 15
Command Access
Constrained Orbit
For Constrained Orbit to orbit around a selected object, the option Enable Orbit Auto
Target must be selected. So if you selected a model prior to starting the constrained
orbit, and your orbit does not orbit around the center of the model, then right-click
and select Enable Orbit Auto Target from the shortcut menu.
2. Change the view orientation by left-clicking in the drawing area and dragging. Release the cursor
to set the view direction.
3. Continue to rotate the view until you achieve the required orientation.
4. Exit the Constrained Orbit command by pressing ESC or right-clicking and selecting exit.
Lesson: Introduction to 3D ■ 17
Command Access
Viewports
If you make a number of changes, enter a name so that when you click OK, this viewport configuration
is added to the list of named viewports. To apply a saved viewport configuration, click the Named
Viewports tab, double-click a configuration name, and click OK.
Lesson: Introduction to 3D ■ 19
Procedure: Changing Viewport Display
The following steps give an overview of setting the viewports display.
1. Start the Viewports command.
Lesson: Introduction to 3D ■ 21
5. Move the cursor over the ViewCube. 7. Right-click the ViewCube, and click Set Current
View as Home.
Lesson: Introduction to 3D ■ 23
13. Click the home icon.
14. On the ViewCube, click and drag the S around 4. Close all files. Do not save.
the cube. Notice the rotation of the view.
15. On the ViewCube, click and drag the cube.
Move around the cube and notice the view is
orbited.
1. Open M_Introduction-to-3D.dwg.
Wireframe model
Surface model
Solid model
Lesson: Introduction to 3D ■ 25
7. On the Home tab, View panel, select 3D 12. Rotate the view until the front of the housings
Wireframe from the Visual Styles list. are displayed. Press ESC to exit the constrained
orbit.
8. On the Home tab, View panel, select 13. Close all files. Do not save.
Conceptual from the Visual Styles list.
This lesson describes how to create 3D designs by creating solid model primitives.
3D solid modeling is used across multiple design disciplines. Using solid model primitives is a key to
creating your designs. You can use solid model primitives individually or in conjunction with other
solid models to create complex designs. 3D solid models help improve visualization, which improves
communication and development of the design. Additionally, 3D solid modeling helps to reduce errors
and decrease the time required to complete a project.
In the following image, solid primitives are used to define space in a floor plan. A combination of
cylinders, boxes, pyramids, and a torus were used to quickly create the solids.
Objectives
After completing this lesson, you will be able to:
■ Define and identify solid primitives and their importance in creating 3D designs.
■ Use and create solid box primitives.
■ Use and create solid sphere primitives.
■ Use and create solid cylinder primitives.
■ Use and create solid cone primitives.
■ Use and create solid wedge primitives.
■ Use and create solid torus primitives.
■ Use and create solid pyramid primitives.
To create these shapes, you only need to supply a creation location and actual size. Once you have
created a solid primitive, its information, such as volume and mass properties, is available to you.
When you have created more than one solid primitive, you can create a more complex model by
combining primitives into a single model. You can also subtract the volume of one model from
another.
For many design needs, you can create and position solid primitives together much as you may have
done with wooden building blocks when you were a child.
Instead of creating a box based on its default prompts and options, you can select different
suboptions to create the box based on other design criteria.
Option Description
Center Use to define the location of the solid primitive's geometric center prior to
specifying its size.
Cube Use to create a box with all of its edges equal to a single specified value
instead of specifying three separate values for length, width, and height. You
can also place the cube with its edges not parallel to the X and Y axes of the
current UCS.
Length Use this option to create the base rectangular shape so its edges are not
parallel to the X and Y axes of the current UCS.
2Point Use this option to define the height of the box by selecting 2 points.
2. Specify the base rectangular shape's start position, orientation, and size. Do this by specifying
one corner and then the other corner, or the center point and corner.
3. Specify the height.
Command Access
Sphere
Instead of creating a sphere based on its default prompts and options, you can select different
suboptions to create the sphere based on other design criteria.
Option Description
3P Use to define the size of the circular cross section by specifying three points
that reside in the same coordinate system plane or are located anywhere in
space.
2P Use to define the size of the circular cross section by specifying two points in
space. When you specify these points, you supply the location and diameter of
the sphere, even without knowing the location of its center point.
Ttr Use when you need the circular cross section to be tangent to two different
objects and a specific radius.
Instead of creating a cylinder based on its default prompts and options, you can select different
suboptions to create the cylinder based on other design criteria.
Option Description
3P Use to define the base circular shape by having its circular edge pass through
three points in space. Especially useful when positioning and sizing a cylinder
based on existing 3D geometry.
2P Use to define the diameter of the circular base using two opposite points on
its outer edge. Especially useful when you do not know the location of the
center point or you are positioning and sizing a cylinder based on existing 3D
geometry.
Ttr Use when you need the circular base to be tangent to two different edges and
a specific radius.
Elliptical Use when you want the base shape of the cylinder to be an ellipse instead of a
circle.
Axis Endpoint Use to specify the top center point of the cylinder. This sets the cylinder height
and reorients the cylinder so its center axis extends from its base center
point to the selected axis endpoint, in effect, rotating the cylinder to this new
alignment.
Command Access
Cone
Instead of creating a cone based on its default prompts and options, you can select different
suboptions to create the cone, based on other design criteria. Except for the Top Radius option, the
suboptions are identical to the options for creating the cylinder primitive.
Option Description
3P Use to define the base circular shape by having its circular edge pass through
three points in space. Especially useful when positioning and sizing a cone
based on existing 3D geometry.
2P Use to define the diameter of the circular base using two opposite points on its
outer edge. Especially useful when you do not know the location of the center
point or you are positioning and sizing a cone based on existing 3D geometry.
Ttr Use when you need the circular base to be tangent to two different edges and
a specific radius.
Elliptical Use when you want the base shape of the cone to be an ellipse instead of a
circle.
2Point Use this option to define the height of the cone between two specified points.
Axis Endpoint Use to specify the top center point of the cone. This sets the cone height and
reorients the cone so its center axis extends from its base center point to the
selected axis endpoint, in effect, rotating the cone to this new alignment.
Top Radius Use when you want a cone shape with a flat top instead of one that comes to
a point. With a smaller radius value than the base, your cone will taper in as it
transitions from the base to the top. With a larger value, you create a cone that
tapers out from the base to the top.
<
Menu Bar: Draw > Modeling > Wedge
Toolbar: Modeling
Instead of creating a wedge based on its default prompts and options, you can select different
suboptions to create the box based on other design criteria.
Option Description
Center Use this option to define the location of the solid primitive's geometric center
prior to specifying its size.
Cube Use this option to create a wedge with all of its edges equal to a single
specified value instead of specifying three separate values for length, width,
and height. You can also place the cube with its edges not parallel to the X and
Y axes of the current UCS.
Length Use this option to create the base rectangular shape so its edges are not
parallel to the X and Y axes of the current UCS.
2Point Use this option to set the height of the wedge by picking two points.
Command Access
Torus
Option Description
3P Use to define the center of the torus by having its circular center pass through
three points in space. Especially useful when positioning and sizing a torus
based on existing 3D geometry.
2P Use to define the diameter of the torus using two opposite points on its
circular center. Especially useful when you do not know the location of the
center point or you are positioning and sizing a torus based on existing 3D
geometry.
Ttr Use when you need the tubular shape to be tangent to two different edges
and a specific radius.
radius Use to define the tubular radius by picking a point in space or entering a
specified value.
2Point Use to define the tubular shape by picking two points to define the tubular
diameter.
Diameter Use to define the tubular diamter by picking two points in space or entering a
specified value.
Instead of creating a pyramid based on its default prompts and options, you can select different
suboptions to create the pyramid based on other design criteria.
Option Description
Edge Use this option to specify the length of a flat segment on the polygon base.
When clicking the points to define the size of a segment, you also set the
position and orientation of the base polygonal shape.
Sides Use this option to change the shape of the pyramid by changing the number of
sides from the default of 4 to any value greater than 2 and less than 33.
Circumscribed / Use this option to change which outer point you define when specifying
Inscribed the size of the base polygonal shape. Use Circumscribed to size the polygon
from the center point to the midpoint of a flat segment on the polygon.
Use Inscribed to size the polygon from the center point to the endpoint of a
polygon segment.
Axis Endpoint Use this option to specify the top center point of the pyramid. This sets the
pyramid height and reorients the pyramid so its center axis extends from its
base center point to the selected axis endpoint, in effect, rotating the pyramid
to the new alignment.
Top Radius Use this option when you want a pyramid shape with a flat top instead of one
that comes to a point. With a smaller size value than the base, you create a
pyramid that tapers in as it transitions from the base to the top. With a larger
value, you create a pyramid that tapers out from the base to the top.
To change the number of sides or specify the edge length of a pyramid, select the
corresponding option prior to specifying the center point.
You can use the Pyramid command to create objects like hexagon bar stock by
specifying the top radius size to be the same as the base size.
1. Open C_Primitive-Solids.dwg.
Mesh modeling is a powerful digital prototyping process that enables you to create free flowing
organic shapes in AutoCAD. You can create a free-form mesh model and convert it to a solid model
without the restriction of solid modeling primitives.
Mesh modeling is far more versatile than solid modeling when creating organic free flowing shapes.
The ability to seamlessy transition between mesh modeling, surface modeling, and solid modeling
provides you with many design and manufacturing options. Mesh modeling can be very productive
and has a shorter learning curve than other 3D modeling types.
Objectives
After completing this lesson, you will be able to:
■ Describe subdivision meshes and how they can be used in 3D design and visualization.
■ Create primitive mesh shapes including Box, Cone, Cylinder, Pyramid, Sphere, Wedge, and Torus
shapes.
■ Create mesh surfaces including revolved, ruled, tabbed, and edged features.
Command Access
Mesh Primitive Options
If you start the Mesh command on the command line, you can use the Settings option
to change the default smoothing level. Note: This option is not available in the Mesh
Primitives Options dialog box.
Command Access
Modeling Meshes
This lesson describes the 3D coordinate system and how to define a custom coordinate system, control
the display of the coordinate system icon, and acquire points in 3D space.
Being able to adjust the current coordinate system for geometry creation and to acquire the proper
point in 3D space is an important part of being able to create your design as quickly and as efficiently
as possible.
In the following image, the same model is shown with different active coordinate systems and tracking
a point in 3D space.
Objectives
After completing this lesson, you will be able to:
■ Describe the relationship of the Cartesian coordinate system and 3D design.
■ Change the orientation and location of the coordinate system.
■ Change the display of the UCS icon.
■ Describe how to change the coordinate systems dynamically while in a geometry creation or
modification command.
■ Acquire a point in 3D space by tracking or filtering from other points.
Lesson: Working in 3D ■ 63
About the Cartesian Coordinate System
When you create 2D drawings, you create geometry on the XY plane. In many cases, the only time
you give the coordinate system any thought is when you are entering an absolute or relative point. As
you create geometry in 3D, you will need to reorient the coordinate system to create and modify the
geometry. In this section of the lesson, you learn about the Cartesian coordinate system and how it
can help you create 3D designs.
In the following image, the icons show the direction of the X, Y, and Z axes of the Cartesian coordinate
system based on the current viewing direction. The left icon is shown in its shaded mode and the right
one in its wireframe form.
Lesson: Working in 3D ■ 65
Changing the Coordinate System
In this section, you learn about the UCS command. This includes learning how to access the
command, the procedure, and the workflow for using the command, and the most often used options
of the command.
When you place objects into your 3D model, your working planes tend to be different than the objects
you need to place, thus making object placement more difficult to do. Therefore, you need to be
able to define your own coordinate system(s) in order to make object placement easier. The UCS you
define then enables you to create the geometry you need in the appropriate location and orientation.
In the end, the process of creating a 3D model can be made much simpler when you break down your
model into smaller flat sections within the WCS.
In the following illustrations, different coordinate system orientations and alignments are shown
simultaneously on two models. One shows UCS placement on a house and the other shows UCS
placement on a mechanical part. Though only one coordinate system can be active at any one time,
these images illustrate how different the orientation and origins of user coordinate systems can be
from the WCS.
Command Access
UCS
Instead of defining a new UCS based on the default prompts and options, you can define the UCS
based on other criteria. The following options are some of the most frequently used for defining
a new UCS.
World Use to set the coordinate system back to the world coordinate system.
Named Use to display the UCS dialog box, save a UCS, and activate a saved UCS.
UCS
Previous Use to step the coordinate system back to the alignment and position it
was previously.
Face Use to align the coordinate system to a selected flat surface or solid
face.
Z Axis Use to align the coordinate system to a point and specified Z axis.
3 Point Use to align the coordinate system to point and specified X and Y axes.
Lesson: Working in 3D ■ 67
Icon Option Description
Apply Use to apply the current UCS setting to all viewports or a specified
viewport.
2. Start the UCS command option based on how you will orient the UCS.
Command Access
UCSICON
Lesson: Working in 3D ■ 69
Options for Changing the UCS Icon Display
You can use the following options with the command.
Option Description
All Use when you have your drawing window split into multiple viewports. Select
this option before one of the other options to have that option apply to all
viewports.
Noorigin Use to have the UCS icon always display in the lower-left corner of the
viewport.
Origin Use to have the UCS icon display at the origin location of the current
coordinate system. If the origin is too close to the edge of the viewport or
outside of the area being displayed, the UCS icon then is displayed in the
lower-left corner.
Properties Use to display the UCS Icon dialog box and set the style, size, and color of the
UCS icon.
The options described above only appear when the UCSICON command is accessed
from the command line. Other UCS related buttons apply to specific functionality of
the UCS command.
Different coordinate system icons are displayed in paper space and model space. In
both cases, a plus sign (+) appears at the base of the icon when it is positioned at
the origin of the current UCS. The letter W appears in the Y portion of the icon if the
current UCS is the same as the world coordinate system.
Lesson: Working in 3D ■ 71
Changing the Coordinate System Dynamically
Whether you are initially creating 3D models or 2D geometry in 3D space, the alignment of the
coordinate system plays a crucial role in achieving the required results. While in a command to create
new geometry, you have the option to dynamically change the coordinate system. For this option to
be available, you need to have Dynamic UCS turned on. You can view and change the Dynamic UCS
setting through the status bar's DUCS button.
With Dynamic UCS turned on, hovering your cursor over an existing flat face of a solid model while in
a command that creates new geometry causes that face to highlight and the crosshairs to orient on
that face.
If you click to define the starting point for that command while the face is highlighted, then a new
UCS is temporarily defined for the duration of creating that new geometry. When you complete
the command, the coordinate system that was active prior to creating that new geometry is
activated again. This temporary dynamic coordinate system defines its XY plane to be coplanar to the
highlighted face.
In the following image, a circle is shown being created on a face that was not in alignment with the
coordinate system when the command was initially executed. The UCS was dynamically defined based
on the highlighted face.
Command Access
Dynamic UCS Icon
Lesson: Working in 3D ■ 73
Acquiring Points in 3D Space
You specify points in 3D space in much the same manner as in 2D space, except you supply a third
value for the Z axis. If you want to type in an absolute or relative coordinate value, you include a Z
value by entering the coordinate as X,Y,Z. You can also track in 3D space by combining the settings for
running object snap, object snap tracking, and polar tracking or ortho. When tracking through a point
not on the current coordinate system's XY plane, you track parallel to one of the current coordinate
system axes. Another useful method of acquiring an exact location in 3D space is to use coordinate
filters. Through the use of filters, you specify a point by combining the X, Y, and Z values from other
specified point locations.
You will find the process of creating your design in 3D easier and quicker if you can quickly establish
the correct location in 3D space for your design geometry.
In the following image, the start point for a new line is being tracked in the positive Z direction.
Option Description
.X Use to snap to a point and only return its X value and then specify or filter for the
Y and Z values.
.Y Use to snap to a point and only return its Y value and then specify or filter for the
X and Z values.
.Z Use to snap to a point and only return its Z value and then specify or filter for the
X and Y values.
.XY Use to return the X and Y values of an existing point. You then specify or filter for
the Z value.
.XZ Use to return the X and Z values of an existing point. You then specify or filter for
the Y value.
.YZ Use to return the Y and Z values of an existing point. You then specify or filter for
the X value.
If you are using point filters for the X or Y value but specifying the remaining
coordinate values, you need to enter a value as a placeholder for the X or Y. So if you
are using the .X filter and you want to enter an absolute Y and Z value, you need to
enter a value for X. For example, the Y and Z values both need to be 5 and the X filter
for the required corner returns 11.65. When prompted for the YZ, you enter 1,5,5.
The 1 in this case acts as a placeholder and is automatically substituted with 11.65.
In this case, 1 was used as the placeholder, but any number could be used.
Lesson: Working in 3D ■ 75
Procedure: Tracking in 3D Space
The following steps give an overview for using 3D tracking to acquire points.
1. To track from an existing
point, you must first be
prompted by a command to
specify a point.
2. Turn on object snaps and
object snap tracking as well
as polar tracking or ortho and
set them with your required
values and options.
3. Acquire the tracking point by
passing your cursor over an
object snap location on the
geometry you want to track.
Guidelines
■ If you experience problems with displaying objects, snapping to objects, or using object tracking
while a 3D visual style is active, switch to the 2D Wireframe visual style and then switch back to a
3D visual style.
■ When working in a 3D view, reducing the number of active object snaps will also reduce the
number of inadvertent point acquisitions.
1. Open M_Working-with-the-UCS.dwg.
Lesson: Working in 3D ■ 77
7. To create a profile on the angled face, do the
following:
■ When prompted for a centerpoint, select
the approximate center of the angled face,
or you can use the Mid Between 2 Points
object snap to obtain the centerpoint of the
face.
■ When prompted for the radius, click the
face to create the circle.
Lesson: Working in 3D ■ 79
Exercise: Use a Dynamic UCS
In this exercise, you use a Dynamic UCS to draw 3D 2. To turn on Dynamic UCS:
primitives and 2D geometry. ■ On the status bar, select Allow/Disallow
Dynamic UCS to turn Dynamic UCS on.
■ If Allow/Disallow Dynamic UCS is
highlighted, Dynamic UCS is on.
3. On the Home tab, click Modeling panel > Box.
4. To draw a box on the angled face:
■ When you position your cursor over the
angled face, the UCS icon reorients to the
new face.
■ Click two points as indicated to create the
rectangle.
■ Enter 20 in the dynamic input field for the
height.
■ Press ENTER.
Lesson: Working in 3D ■ 81
Lesson: Introduction to Free-Form Design
This lesson provides a brief overview to the free-form design process and some of the principles on
which it is based.
If you look around at the products and structures that surround you, you will see more prevalent
uses of organic free-from shapes. They are being used in all design disciplines and industries from
automotive to architectural.
Objectives
After completing this lesson, you will be able to:
■ Describe free-form design.
■ State the overall process and methods involved in creating free-form designs.
■ Create a simple free-form design.
Modeling Workflow
The lessons covered in this chapter describe various modeling workflows you use in the course of
creating and editing 3D models.
Most 3D designs consist of several different features. The creation of these features are dependent on
different modeling workflows. Some features originate from 2D profiles, while other features are the
result of one or more Boolean operations being performed on the model. Your ability to successfully
present your design intent requires you to use the various workflows and modeling techniques.
Objectives
After completing this chapter, you will be able to:
■ Create surface and solid models from 2D profile geometry.
■ Create a composite solid by joining, subtracting, and intersecting solid models.
■ Create composite modeling techniques that consist of meshes, surfaces, and solids.
■ Create new face and edge geometry from 3D models.
■ Check the integrity of a solid model, display its mass property data, and change the color of a solid
model's edge or face.
Chapter Overview ■ 93
Lesson: Creating Models from 2D Profiles
This lesson describes how to create surface and solid models by using familiar techniques and
geometry to define the size and shape of a model. It also explains how to leverage geometry such as
lines, circles, arcs, splines, polylines, and helixes.
Using common drawing geometry as the input for creating surface or solid models, you can create
some designs quicker than if you created composite models from solid primitives. Common geometry
also provides you with a method of creating some 3D designs that would otherwise be impossible to
create solely from primitives. You can also combine the solid models you create with these methods
with other solids using the various Boolean operations.
The following image shows a complex solid model created from different cross sections of geometry.
Objectives
After completing this lesson, you will be able to:
■ Describe types and characteristics of models created from 2D profiles.
■ Explain the right-hand rule as it pertains to revolving a profile around an axis.
■ State why you would create solid models from 2D profiles instead of using solid primitives.
■ Use the Extrude command to create 3D models.
■ Use the Loft command to create 3D models.
■ Create planar surfaces.
■ Use the Polysolid command to create 3D solids.
■ Use the Revolve command to create 3D models.
■ Use the Sweep command to create 3D models.
■ Use the Presspull command to create 3D models.
■ Use the Helix command to create a helical path.
Planar Surface
Extruded
Revolved
Swept
Lofted
Surface or Solid
The following chart summarizes the characteristics of the profile geometry and the model type you
create when extruding, revolving, sweeping, or lofting that profile.
A specific example would be to use the geometry in a site plan and create a 3D representation of that
site. You can use the outline of the building's foundation to create a solid model showing the building's
location, shape, and size. Then illustrate the grade of the site by generating a surface that is a loft
between the different contour lines.
To determine the positive direction of revolution, start by pointing your thumb in the positive
direction of the axis to revolve around. Then curl your fingers toward your palm. The direction your
fingers curve indicates the positive direction of revolution.
Command Access
Extrude
Extrude Options
Following the command prompts and a typical workflow, you create a 3D model by selecting the
planar profile geometry and then specifying a positive or negative height. You specify the height
by typing in a value or by clicking a point in the drawing. After you specify the height, the model is
created in a direction perpendicular to the plane where the profile geometry resides. You can use the
Extrude command's suboptions to create a 3D model that meets your design criteria.
Option Description
Direction Use to specify a linear extrusion direction and distance other than
perpendicular to the plane of the cross-sectional geometry. The face at
the end of the extrusion is parallel to the plane where the cross-sectional
geometry resides.
Path Use to extrude the cross-sectional geometry along other geometry. You can
create the path anywhere in space and the extrude will follow a parallel path
starting at the cross-sectional geometry. Throughout the path and on the
end, the cross section will be perpendicular to the path and not parallel to its
original plane.
Note: This option is very much like the Sweep command except the model is
created based on the position of the cross-sectional geometry and not the
path location.
Taper Angle Use to have the model get narrower or wider as it extrudes away from the
cross-sectional geometry. Specify a positive angle value to have the model get
smaller and a negative angle value to have it get larger as it extrudes.
Surface model was created because the closed loop was not a single object, unlike the other four
examples, where the closed loop was a single object.
Solid model created after specifying a height and following the default workflow.
The results of using the Direction suboption and specifying a direction between two points.
The results of using the Path suboption and selecting the 3D spline shown.
The results of specifying a positive Taper Angle and a height.
Input geometry for the different models. Consists of two closed loop cross sections, one a circle
and the other a polyline; and three open loop cross sections, two lines and a spline.
Surface model created by selecting the open loop geometry as the cross sections and the closed
loop geometry as guides.
Solid model created by selecting the closed loop geometry as the cross sections and the open
loop geometry as guides.
Solid model created by selecting the closed loop geometry as the cross sections and the spline on
the right as a path.
Command Access
Loft
Loft Options
Following the command prompts and a typical workflow, you create a 3D model by selecting a
minimum of two cross-section profiles in the order in which they are to transition from one to the
other. You then control the way the loft transitions from one profile to the other by selecting a
transition method in the Loft Settings dialog box.
Instead of defining the lofted model with just the cross-section profiles, you can also use guiding
geometry or a path. Once you understand the impact and use of the Loft command's options, you will
be able to use them to create your 3D designs more quickly and easily.
Option Description
Guides Use to control the shape and way the model transitions from one profile to
another. You can select either multiple open or multiple closed loops as guides
but they must intersect each profile. Ensure the LOFTNORMALS system variable
is set to 1 prior to starting the Loft command and using the Guides option.
Path Use to select a single object that defines the route to create the model
between the profile. It can be an open or closed loop but it must intersect each
profile.
Cross-Sections The default option. Use to create a model that transitions only between the
Only selected profiles. You control the transition method from one profile to the
other with the options in the Loft Settings dialog box.
Ruled: Use to create a loft that transitions from one cross section to another in a linear fashion.
When more than two cross sections are selected, you will have an edge at any cross section
between the first and last cross section.
Smooth Fit: Use when you select more than two cross sections and you want a smooth aesthetic
transition between all of the cross sections.
Normal To: Use to have the model transition so its sides are perpendicular to the plane for all
cross sections, for the start and end cross sections only, for the start cross section only, or for the
end cross section only.
Draft Angles: Use to set the transition angle and the percentage of the distance between the
cross sections of the model sides for the start and end cross sections.
When drawing geometry in 3D space for a loft's profiles, guiding geometry, or path,
start by creating solid primitives as bounding boxes to your design. You can then
use the dynamic UCS functionality and object snaps to quickly and easily draw the
geometry in 3D space.
Command Access
Polysolid
In the following image, a solid model was created following the center path from left to right. The
defining characteristics of the rectangular profile are also notated.
Polysolid Options
You can select a variety of suboptions within the Polysolid command to create a model that meets
your design criteria.
Option Description
Use to set the distance from the plane the path is being drawn on to the top of
the rectangular profile.
Height
Use to align the rectangular profile relative to the path being drawn. Options
are Left, Center (the default), and Right justification.
Justify
Arc Use to create an arc instead of a straight path segment. Select the Arc
suboption Direction to change the direction the arc is tangent to the last point,
so you can draw the arc in a direction other than its default direction.
Line Use to switch back to creating straight path segments after selecting the Arc
suboption.
Close Use to have the last segment automatically connect to the start point of the
first segment.
Object Use to make use of existing planar geometry as a path for the rectangular
profile.
Surface model was created because the profile geometry was modified to be individual objects,
unlike the other three examples where the profiles were closed loops.
Solid model created after defining the axis and revolving 360 degrees.
The results of specifying 180 degrees instead of 360 degrees.
The results of specifying a starting angle other than 0 and not revolving a full 360 degrees.
Command Access
Revolve
Revolve Options
Following the command prompts and a typical workflow, you create a 3D model by selecting the
planar profile geometry, specifying the start and end points for the axis of revolution, and specifying
the total number of degrees the profile revolves. The positive and negative angle of revolution is
determined by the axis of revolution and the right-hand rule of rotation. The positive direction for
the axis of revolution extends from the first axis point you click toward the second axis point. You can
select different suboptions of the Revolve command to create a 3D model that meets your design
criteria.
Object Use to revolve the selected profile geometry around a line segment. For
purposes of applying the right-hand rule, the positive direction of the axis
extends from the closest endpoint of the selected line toward the other end.
X/Y/Z Use to revolve the selected profile geometry around its corresponding axis in
the current coordinate system alignment.
Start Angle Use to have the profile start revolving and creating a model at a position other
than the plane on which it resides. The angle you specify follows the right-
hand rule of rotation around the defined axis of revolution.
Solid model created by sweeping the square along the helical path shown to the right of the
model.
Two solid models of the same square profile swept along the same straight line. The difference
occurred when the right model had an angle value set for the Twist suboption.
Solid model created after sweeping the closed loop profile along the spline path.
Surface model was created because the profile was modified to be individual objects, unlike the
other three examples where the profile was a closed loop.
Command Access
Sweep
Once you understand the impact and use of the Sweep command's options, you can identify how to
use them to create your 3D designs more quickly and easily.
Option Description
Alignment Use to have the profile geometry maintain its current angle at the start point
of the path instead of it being rotated so it is perpendicular to the start point of
the path. Also set to No if, during the automatic alignment, the profile is getting
flipped or rotated in the wrong direction.
Base Point Use to select a point on the profile geometry, other than its center, that you
want to have match up with the path.
Scale Use to have the profile be a specific factor larger or smaller than the original
profile geometry. Use to create a complex model just by drawing one profile
and one path.
Twist Use to rotate the profile geometry a specified number of degrees as it travels
from the start to the end of the path. Use to create a complex model just by
drawing one profile and one path.
Edges of a solid or surface Press CTRL+select an edge to use as the path for the sweep.
When drawing a planar profile in a different alignment in 3D space and a path that
traverses through 3D space, start by creating solid primitives as bounding boxes to
your design. You can then use the dynamic UCS functionality and object snaps to
quickly and easily draw the planar profile and paths in 3D space.
Toolbar: Modeling
When you press or pull a bounded area of a face on a 3D model, that solid model
becomes a composite solid if it was not previously defined as one. The pressed or
pulled area then becomes a new consumed solid.
Command Access
Helix
Helix Options
Following the command prompts and a typical workflow, you create a 3D helix by specifying the center
point of the base, the radius or diameter of the base, the radius or diameter of the top, and the height
of the helix. To create a planar spiral using the Helix command, you specify the center point of the
spiral, the outside or inside radius or diameter, the radius or diameter of the opposite of what was just
specified, and a height of zero (0).
Option Description
Axis Endpoint Use to specify the top center point of the helix. This value sets the helix height.
It also reorients the helix so its center axis extends from its base center point to
the selected axis endpoint, in effect rotating the helix to this new alignment.
Turns Use to set the number of revolutions for the helix. You can specify a whole or
decimal value.
Turn Height Use to set a positive distance between each turn. You can also think of this
value as the pitch between revolutions of the helix.
The completed exercise 2. On the ribbon, click the Home tab > Modeling
panel > Extrude.
3. To extrude the two cyan objects:
Completing the Exercise ■ Select the two cyan objects.
To complete the exercise, follow the ■ Press ENTER.
steps in this book or in the onscreen ■ When prompted for the extrusion height,
exercise. In the onscreen list of enter a value of 6'-8" [2100].
chapters and exercises, click Chapter
2: Modeling Workflow. Click Exercise:
Create Solid Models from 2D Profiles.
This lesson describes how to join, subtract, and intersect solid objects to create composite solid
models. With the ability to create composite solids, you can create accurate, detailed, and realistic
solid models from more basic solid shapes.
After completing this lesson, you will be able to create a composite solid by joining, subtracting, and
intersecting solid models.
In the following image, different solid primitives were brought together and joined, subtracted, and
intersected to create the initial shape of the hydraulic pump body.
Objectives
After completing this lesson, you will be able to:
■ Describe the characteristics and benefits of composite solids.
■ Union solids to create a composite solid.
■ Subtract solids to create a composite solid.
■ Intersect solids to create a composite solid.
■ Check solid models for interference.
The original set of three independent solids. The rectangle's grips are active to illustrate that the
solid models are all separate.
Shows the results of unioning the three separate models. The composite model's grips are active
to illustrate the model volume is now defined within this single composite solid.
Shows the results of subtracting the cylinder and cone from the rectangle.
Shows the resulting solid when calculating the intersection between the rectangle and cylinder.
Since the solid that results from a Boolean operation resides on the layer of the first selected solid
and maintains any overrides of that solid, make sure the first solid you select has the properties you
want and that it resides on the appropriate layer. Then you won't have to change the properties of the
composite solid model after creating it.
In the following image, three separate solids were unioned together. The first result (1) shows the
composite solid when the color property for the cylinder is set to something other than ByLayer.
The second result (2) shows the composite solid when all of its component solids have their color
properties set to ByLayer.
Command Access
Subtract
5. Press ENTER. The second set of solids is now subtracted from the first selection set.
Checking Interference
You use the Interfere command to determine if two or more solids occupy the same space. This is
useful for locating interferences when you do not want solid models to overlap. It can also help you
to ensure you have the proper amount of overlap for those conditions when you do want them to
interfere, like mechanical assembly press fits.
In the following image, the bushing appeared to be too large for the housing so they were checked for
interference. During the process of checking for interference, a solid model of the interference was
created and is shown on the far right.
If you do need to check a set of solid models to see if they interfere with each other, you will then
want to follow a slightly different workflow. Select all of the solids in the first selection set and do not
select any solids in the second set. By selecting them all in only one selection set, then all of the solid
models will be checked for interference against each other.
After selecting the solid models for the selection set or sets, the Interference Checking dialog box will
display if an interference is detected. You will also see a red solid model indicating the amount and
location of the detected interference. You can select to keep this separate solid model for future use
like measuring it or using it in a Boolean operation. If no interference is detected, you will be informed
as such on the command line.
The Interfere command has two suboptions to help you select solid models within a block and to view
interference results in the manner you prefer.
Nested Selection Use when you need to select a solid model that is within a block definition.
Settings Use to display the Interference Settings dialog box so you can change the
reporting visual styles and model color when an interference is detected.
Hose
Bushing
Clearance
Socket Head Cap Screw
Emboss
Cap
Housing
■ Press ENTER.
Core
Pole
In this lesson, you learn to use the composite modeling features in AutoCAD®. You learn to convert
models from one modeling techhnology to another and to add features to models using different
technologies. You also learn which technology is best to use for each design requirement.
Composite modeling enables you to use the best technology available to meet your design
requirements. Mesh modeling is good for sculpting organic shapes, but is less capable when you are
creating precision features. Solid modeling is very useful when making precision features that are
controlled by dimensions. Surface modeling is common when outputting models for manufacturing.
Objectives
After completing this lesson, you will be able to:
■ Describe the characteristics and benefits of composite models.
■ Use the Convert to Solid and Convert to Surface commands to create composite models.
■ Use Boolean operations on different types of 3D models and describe which operations can be
used with each model type.
Command Description
UNION Combines two or more solids or surfaces into one object. You cannot union
solids to surfaces. You cannot union meshes.
SUBTRACT Removes from one object the volume of one or more overlapping objects.
You can subtract a solid from a surface, but not a surface from a solid. You
cannot subtract meshes.
INTERSECT Creates an object representing the common volume between overlapping
sollid or surface objects. You cannot intersect meshes.
CONVTOSOLID Converts watertight mesh or surface objects into a solid object.
CONVTOSURFACE Converts a solid or mesh object into a surface object.
THICKEN Converts a surface into a 3D solid of a specified thickness.
SLICE Divides a solid or surface object into two objects along a cutting plane
defined by points or by one of several other object types. Meshes cannot be
sliced or used as cutting planes.
INTERFERE Identifies the common volume where two or more solid objects overlap.
1. Open C_Camera_Body.dwg.
Note: The 3D Modeling workspace must be
active for this exercise.
9. To slice the camera body: 12. Close all files. Do not save.
■ Click Home tab > Solid Editing panel > Slice.
■ Select the camera model. Press ENTER.
■ Specify the start point of the slicing plane
as ZX. Press ENTER.
■ To specify the point on the ZX Plane enter
0,0,0. Press ENTER.
■ Press ENTER to accept the default value of
Both.
8. The resulting object is a surface with an 10. Close all files. Do not save.
elliptical opening.
This lesson describes how to create new face and edge geometry from 3D models. From the newly
created geometry, you can represent the model in a different way or create new surface or solid
models.
In the following image, faces and edges from the solid model created lines, arcs, regions, and faces.
Objectives
After completing this lesson, you will be able to:
■ Create copies of faces of a solid model using the Copy Faces command.
■ Copy individual edges of a solid model using the Copy Edges command.
■ Copy all edges of a solid model using the Extract Edges command.
■ Explode 3D models to convert geometry from solids to surfaces and regions, or to convert surfaces
and regions to lines, arcs, and splines.
■ Create new models based on extracted edge and face geometry from an existing solid model.
Command Access
Copy Faces
Copying Edges
You use the Copy Edges command to copy selected edges of a solid model. The copied objects you
create are either lines, arcs, circles, or splines, depending on the contour of the solid edge you select.
Copying edges of a solid model can save you time in the creation of profiles, paths, or guides to use in
the creation of additional models.
In the following image, part of the top edge of the building was copied and then used as the path to
create a swept model that represents the canopy to be attached to the building.
Command Access
Copy Edges
Command Access
Extract Edges
Exploding 3D Models
You use the Explode command to convert a model from one type of object into other types of objects.
When you explode a solid model, it becomes a surface model. The solid model is replaced with
regions and surfaces to represent its faces. When you explode a region or surface, you create a
wireframe model. The region or surface is replaced with lines, arcs, and splines representing its edges.
When you explode a mesh model, it is converted to a series of faces. Each faceted surface on the
mesh model is converted to a 3D Face object.
When you want to extract the majority of faces from a solid model, exploding the model or a copy of
it can be quicker than copying each individual face, especially if the model has a large number of small
face segments.
In the following image, the solid model was exploded and then some of the faces that were not
needed were deleted.
Completing the Exercise 5. On the Home tab, click Modeling panel >
To complete the exercise, follow the Extrude.
steps in this book or in the onscreen 6. To create a new solid by extruding the copied
exercise. In the onscreen list of face:
chapters and exercises, click Chapter ■ Select the face you just created.
Press ENTER.
2: Modeling Workflow. Click Exercise:
■ Set the distance by object snapping to the
Extract Geometry from Solid Models. bottom corner of the initial solid model.
1. Open M_Extract-Geometry.dwg.
2. On the command line:
■ Enter DELOBJ and press ENTER.
■ Enter 1 and press ENTER. This is the default
setting for the DELOBJ system variable.
3. On the Home tab, click Solid Editing panel >
Copy Faces.
4. To copy the top face of the solid model:
■ Select the top face of the solid model. Press
ENTER.
■ Specify the base point by object snapping to
one of the endpoints of the selected face.
■ With PolarSnap on, move the cursor in the
positive Z direction approximately 50 units
and click. 7. On the Home tab, click Solid Editing panel >
■ Press ESC to end the command. Shell.
8. To shell the new solid to make it an enclosure:
■ Select the extruded solid.
■ Select the top face to remove it from the
shell operation.
■ Press ENTER.
This lesson describes how to check the validity of a solid model, display mass property data for a solid
model, and change the color display of faces and edges.
By using the information that is available in a valid solid model, you can save yourself time
doing calculations. By changing the color of different aspects of your design, you can focus the
communication more easily and quickly.
The following image shows a cast beam with a sphere at the center of its mass. The color of the two
end faces have been changed to call attention to them.
Objectives
After completing this lesson, you will be able to:
■ Check to see if a solid model is a valid ShapeManager solid model.
■ View the mass property data of solid models.
■ Validate a solid model, display mass property information, and change the color of solid model
faces.
Command Access
Check
Command Access
Region/Mass Properties
If you need to know the surface area of all the faces of a solid model, use the Area
option of the MEASUREGEOM command and its Object selection option.
Editing Models
In the life cycle of a product, a design is rarely a static entity. It is more likely that change is the
norm. Therefore, the ability to edit your design at every level from the most basic component to the
complete design is critical to the success of the project.
The lessons in this chapter teach you the methods, commands, and options for editing 3D models. This
includes adding detail to individual models; converting 2D objects to models; moving, rotating and
aligning models; duplicating models; and performing basic edits on mesh models.
Objectives
After completing this chapter, you will be able to:
■ Add detail to your 3D model by slicing part of it off in the form of rounded or flattened edges.
■ Access and control solid model history, edit models using grips, and modify the size and shape of
solid models.
■ Locate, orient, and align 3D models.
■ Mirror and array 3D models.
■ Convert 2D objects to surfaces or solids and thicken surfaces into a solid.
■ Create and edit mesh objects to generate complex shapes.
This lesson describes how to round and bevel the edges of your solid model, how to slice some
material away, and how to split a model into two separate models.
Completing a 3D model that accurately represents the intended final design often requires you to
add greater detail to the model. Creating this detail, such as the beveled and rounded edges of the
model shown in the following image, is time-consuming at best, and very challenging. You can greatly
simplify the creation of such detail by using the Fillet, Chamfer, and Slice commands.
Objectives
After completing this lesson, you will be able to:
■ Add fillets to solid models.
■ Add chamfers to solid models.
■ Slice material from a solid model or split it into two pieces.
Command Access
Fillet
Instead of creating fillets based on the default prompts and options, you can select different options
to create the fillets based on other design criteria.
Option Description
Radius Use to specify a different radius value than the current value. When using this
within the command, you can apply different fillet values for different edges.
This is especially useful when you have different edges with different radii
coming together and you want a smooth transition at their intersection.
Chain Use to minimize the number of edge segments you have to select by having
all the segments of an edge that are tangent to each other automatically
selected.
Edge Use to switch back to selecting only one edge segment after having previously
selected the Chain option.
In the following image, a selection preview for a single Fillet command shows the edges selected using
different options with the shaded results also shown. The edge identified as (2) shows the results
of selecting an edge with Chain active, while edge (1) shows a similar selection with Edge active. To
achieve the final results, edge (1) was later selected again with Chain active to return the entire edge
instead of just that one segment. The corner identified with (3) shows the selection of three edges,
each with their own radius values.
When you have multiple edges to chamfer along the same face, make sure you set that face as the
base surface so you can select the edges you want to chamfer. You cannot select edges for chamfering
that are not associated with the base surface. When selecting an edge section that is tangent to other
segments, you need to also select those other segments to have the chamfer applied.
Instead of creating chamfers based on the default prompts and options, you can select different
options to create the chamfers based on other design criteria.
Option Description
Next Use to toggle between the surfaces adjacent to the selected edge.
Indicates the initial selected edge. The other edges highlighted like this one show the base
surface.
Shows what is being requested when you are prompted to specify the base surface chamfer
distance. It is the distance back from the edge going along the base surface.
Shows what is being requested when you are prompted to specify the other surface chamfer
distance.
This model shows the results of using the Loop option and selecting one edge on the base
surface.
This model shows the results of selecting individual edges along the base surface.
4. Specify a distance from the selected edge to the edge of the chamfer on the base surface.
5. Specify a distance from the selected edge to the edge of the chamfer on the adjoining face.
7. Finish the command to have the chamfers created on the selected edges.
If the solid models you are slicing have an associated history stored with them, you see the following
warning when you try to apply the slice: You are about to erase this solid's history. Do you want to
continue? To create the slice, you must click OK. When you do that, the multiple grip edit locations for
this model are replaced with a single grip and the capability to do dynamic size editing is removed.
Instead of slicing solid models based on the default prompts and options, you can select different
options to slice solid models based on other design criteria.
Option Description
Planar Object Use to slice solid models based on the location and alignment of a circle, ellipse,
arc, 2D spline, or 2D polyline.
Surface Use to slice solid models based on a surface model extending to or past all the
faces of the solid model.
Zaxis Use to define a slicing plane perpendicular to two points you select. The two points
indicate the Z direction for the slicing plane and the first point is the origin to the
plane.
View Use to slice through solid models parallel to the current viewing plane and through
a specified point.
XY Use to slice parallel to the current XY plane and through a specified point.
YZ Use to slice parallel to the current YZ plane and through a specified point.
ZX Use to slice parallel to the current ZX plane and through a specified point.
Both Use to split the model into two separate models instead of removing part of it.
The following images show different examples of sliced solid models using different slice options.
Slice through multiple solid models Slice through multiple models using the
using the default workflow and options. XY option after repositioning the UCS.
Slice using the 3points option. Slice using the Surface option.
6. On the Home tab, click Modify panel > Chamfer. 9. To complete the chamfer:
■ Select the inner radius of the inlet (1). ■ When prompted for a surface selection
■ On the command line, you see Base surface option, press ENTER.
selection, confirming that you selected a ■ When prompted for the base surface
solid. chamfer distance, enter 1.
■ When prompted for the other surface
chamfer distance, enter .5.
■ When prompted for an edge, enter L.
■ When prompted for an edge loop, select
an edge of the large opening in the main
body (1).
■ Press ENTER.
10. Repeat the Chamfer command.
■ Select an edge of a screw hole (1).
■ On the command line, you see Base surface
selection, confirming that you selected a
solid.
In this lesson you learn about how the solid model can record and store the history of edits, and
how to edit the size and shape of the solid model by using its grips, or by using solid model editing
commands.
Since the majority of work is revising a model, being able to identify the methods and commands
available to you for editing the solid model enables you to improve your proficiency and productivity.
In the following image, a model of a lamp is taking shape after being edited from its initial rectangular
shape.
Objectives
After completing this lesson, you will be able to:
■ Extrude individual faces of a solid model.
■ Move individual faces of a solid model.
■ Offset individual faces of a solid model.
■ Delete faces of a solid model.
■ Rotate individual faces of a solid model.
■ Taper individual faces of a solid model.
■ Shell a solid model.
■ Imprint geometry onto a solid model face.
■ Separate a solid model with disjointed volumes into independent solid models.
■ Change the color of faces on a solid model.
■ Change the color of edges on a solid model.
■ Slice solid objects with planes, planar objects, and surfaces.
Command Access
Extrude Faces
Instead of extruding a face based on its default prompts and options, you can use the Path option to
define the extrusion.
Option Description
Path Use to extrude a face in the direction and distance of a selected object. This
option sweeps the selected face along the selected path. You do not have the
option to enter a taper angle when selecting a path.
Examples
In the following image, four different results are shown for extruding the same solid model face. The
first extrusion shows the default model. The second shows the results following some face extrusion.
The other two show the results after using a linear and a curved path, respectively.
Moving Faces
When you move faces on a solid model, you either relocate the selected faces to a new location on the
model, add material to the model, or remove material from it. If you select all the faces that represent
a distinct aspect of your solid model, you relocate those faces. Examples of distinct aspects are holes,
openings, and protrusions. By selecting only a few of the faces, you add or remove material similar to
extruding the face. This section of the lesson covers accessing the command and the procedures for
moving faces on a solid model.
In the following image, a pocket and a boss on the mechanical part were moved from one location to
another.
Command Access
Move Faces
After this command is executed, all history for the selected solid model is lost.
Offsetting Faces
When you offset faces on a solid model, you either add material to or remove it from the solid model
while being parallel to the selected faces. This is especially useful when you want to increase or
decrease the diameter of a cylindrical face. This section of the lesson covers accessing the command
and the procedures for offsetting faces on a solid model.
In the following image, the results from offsetting various faces are shown. The next iteration of a
part in a series of similar parts was completed by editing the inside and outside diameters on one
cylindrical end. The height was also changed using offset faces.
After this command is executed, all history for the selected solid model is lost.
Command Access
Delete Faces
After this command is executed, all history for the selected solid model is lost.
If you want to delete an aspect of your solid model that is the result of a Boolean
operation and your solid model still has its history defined, then delete that historical
solid instead of the face. You do this by holding the CTRL key and selecting the face
created from the combined solid model. With the grips for that original solid model
now showing active, press DELETE.
Rotating Faces
When you rotate faces on a solid model, you either reorient the selected faces to a new location on
the model by spinning them around an axis, or add material to or remove it from the solid model. If
you select all the faces that represent a distinct aspect of your solid model, you relocate and reorient
those faces. Examples of distinct aspects are holes, openings, and protrusions. By selecting only a few
of the faces, you add or remove material as you revolve the face. This section of the lesson covers
accessing the command and the procedures for revolving faces on a solid model.
In the following image, you see three iterations of a desktop speaker design, edited by rotating faces.
The first image is the basic design. In the second image, the upper section was rotated to enhance the
design. In the last image, the side faces of the base were rotated to provide a more stable stance.
After this command is executed, all history for the selected solid model is lost.
Command Access
Taper Faces
In this example, the base point is In this example, the base point is defined at the corner of
defined partially along a face. Take the rectangular box. Take note of the difference between
note of how the faces changed in size faces above the base point versus below the base point.
relative to their original position shown Also note the results for the right outside face compared
by the dashed lines. Faces below to the faces that define inside aspects of the model.
the base point added material and
faces above the base point removed
material. Also notice how the position
of the taper start is controlled by the
base point and not the initial edge
position for the face.
After this command is executed, all history for the selected solid model is lost.
Command Access
Shell
After this command is executed, all history for the selected solid model is lost.
If your design requires it, you can select and shell a solid model that has already
been shelled or a composite model that has consumed a solid created with a shell.
Imprinting Edges
When you imprint a solid model, you are either scoring the face with the geometry or splitting the
face on the solid model into multiple faces.
For the geometry to imprint onto the face, it must be coplanar with the solid model face. As you
model designs, you will have cases where you have a single model surface that you would like to edit
in different areas. By splitting the face, you can perform other edits on the smaller face area, such
as tapering, rotating, or moving a section of the face. This section of the lesson covers accessing the
command and procedures for imprinting the faces of a solid model.
In the following image, the faces were imprinted with other geometry. The new face sections were
then edited using other modification commands.
After this command is executed, all history for the selected solid model is lost.
Separating Solids
You use the Separate command to create two or more solid models from a single defined model
composed of two or more disjointed volumes. A disjointed volume means the single solid model
has solid masses of material that are not connected. This can occur after doing a Boolean union or
subtract. For example, you may be creating a stamping die and you subtract the part from a box. If
the part goes all the way through the box, then the box will have two separate solid volumes after the
subtraction. By separating the two volumes, you can quickly create the two parts to the stamp and die
set or delete the part you no longer need. This section of the lesson covers accessing the command
and the procedures for separating a solid model with two disjointed volumes.
Command Access
Separate
After this command is executed, all history for the selected solid model is lost.
Command Access
Color Faces
4. On the Home tab, click Solid Editing panel > 7. To increase the length of the table top:
Extrude Faces. ■ Press ENTER.
When prompted to select faces, select the long ■ When prompted to specify a base point,
face on the left side of the table top. click anywhere in the drawing area.
■ When prompted for a second point, move
the cursor in the positive X direction and
enter 2" [50].
■ Exit the Solidedit command.
■ Repeat the process on the far end of the
table.
■ Press ENTER.
■ Pick a basepoint and enter an approximate
movement distance of 90 units at an angle
of 270 degrees to move the smaller portion
from the larger model.
This lesson describes how to manipulate the model by editing sub-objects and changing their position
and orientation.
Solid models are created in a variety of ways. At times they are created in the exact position where
they are needed, but often they are created outside of the current project or obtained from libraries
or vendors. Additionally sometimes the sizes of these components must change as the design is
refined. Each component of a design must be properly located and sized in relation to other geometry.
The ability to efficiently manipulate your models is vital for success.
In the following image, window and door frames are being installed using techniques to change the
model position.
Objectives
After completing this lesson, you will be able to:
■ Describe the methods for editing solid models and explain solid history.
■ Identify the available grips for solid models.
■ Use sub-object grips to edit solid models.
■ Align objects based on other models using the 3D Align command.
Category Definition
Properties of You can change various property values in the Geometry and History sections
primitives of the Properties palette. The geometry properties you can modify include
height, taper angle, radius, length, and width.
Grips This is the most diverse method for modifying solid models. You can edit a
solid model using the grips associated with the initial geometry; including
consumed primitives when model history is available in the composite model.
Additionally, you can also modify solid models with grips, without history,
through the selection and modification of individual model faces.
Solids editing Solid editing commands execute tools for extruding, moving, offsetting,
commands deleting, rotating, and tapering faces. You can use commands for shelling a
solid, imprinting edges onto a face, and separating disjointed volumes into
independent solid models.
In contrast, when you create a 3D model, it is made up of many 3D objects. Often these objects are
also called sub-objects because they typically make up part of a larger, more complex design.
In this section of the lesson, you learn about modifying the sub-objects for your 3D designs.
The following image illustrates the variety of grips that can occur in sub-object editing.
4. Use the grip-editing options or invoke an editing command to modify the sub-object.
Command Access
3D Gizmo
3D Gizmo Options
When any of the 3D Gizmos are active, right-click the gizmo to display the context menu and its
options. Using this menu you can select other gizmo types, set constraints, relocate or align the gizmo,
or set a custom gizmo position.
Note: When a gizmo is active and selected, you can cycle through each gizmo type by pressing
SPACEBAR.
3D Rotate Gizmo
The 3D Rotate Gizmo consists of circular ribbons and an origin grip. It is displayed when you select an
object to activate its grips if the 3D Rotate Gizmo is set as the default gizmo, and when you use the 3D
Rotate command. The circular ribbons represent the X, Y, and Z axes of rotation. To rotate the object
around a specific axis, click the desired axis ribbon and rotate the object or sub-object around that
axis.
Command Access
3D Align
1. Open M_Change-Model-Position.dwg.
1. Open C_Chng_Model_Pos.dwg.
2. Adjust the view of the model for editing:
■ On the View tab, click Views panel >
Northeast Isometric.
■ Zoom into the bookshelf.
■ Rotate the view for a better view of the
wall and the back of the bookshelf.
7. To copy a picture:
■ On the View tab, click Views panel >
6. To adjust the entry door: Northeast Isometric.
■ Using the ViewCube, rotate the view in ■ Zoom to the back bedroom, near the
order to manipulate the front entrance picture on the wall.
door. ■ On the Home tab, click View panel > 2D
Wireframe.
■ Select the door and door handles. ■ On the Home tab, click Modify panel > 3D
■ Move your cursor to the lower-left grip of Align.
the door. Do not click. The 3D Rotate Gizmo ■ Select the picture. Press ENTER.
will move to the grip when you touch it. ■ Enter C to copy the picture. Press ENTER.
■ Click the Z axis as the rotation axis. ■ For the first base point, using the midpoint
osnap, click the upper mid-back point of
the picture (1).
■ For the second base point, using the
midpoint osnap, click the lower mid-back
point of the picture (2).
In this lesson, you learn to duplicate solid models by creating copies of models in patterns or by
creating symmetrical objects.
Most products requiremultiple components, and often they require more than one instance of an
object. The ability to simultaneouslycreateand position multiple copies of an object considerably
reduces design time. Some designs require parts or assembliesthat are dimensionally identical but
symmetrically opposite.For example, a new housing development is being designed in 3D. To control
cost, only three different house styles are used.However, to maintain uniqueness, the development
is designed with symmetrically opposed floor plans, giving prospective buyers the impression of
sixdifferentfloor plans.
In the following image, half of a complex symmetrical object was made and then mirrored and
unioned with the original half to complete the design in about half the time it would have taken to
create the entire object from scratch.
Objectives
After completing this lesson, you will be able to:
■ Create symmetrical objects in 3D using the Mirror command.
■ Create component patterns in 3D using the 3D Array command.
Command Access
Mirror3D
Option Description
Object Use to mirror objects based on the location of a circle, arc, or 2D polyline. The
object selected serves as the midplane between the new and existing objects.
Last Use to define the mirror plane based on the preceding mirror plane.
Zaxis Use to define the mirror plane from a point on the plane and a point normal to
the plane.
View Use to define the mirror plane based on the current view through a specified
point.
XY Use to define the mirror plane at a specified point on the current XY plane.
YZ Use to define the mirror plane at a specified point on the current YZ plane.
ZX Use to define the mirror plane at a specified point on the current ZX plane.
3 points Use to define the mirror plane based on three user-defined points.
Delete Source Use Yes to remove the selected object from the drawing and add a mirrored
Objects object.
Use No to add a mirrored object.
Command Access
3DArray
Rows Use to specify the quantity of rows and the distance between rows in the Y
direction.
Columns Use to specify the quantity of columns and the distance between columns in the
X direction.
Levels Use to specify the quantity of levels and the distance between levels in the Z
direction.
The following image shows two polar arrays with identical values for the number of items and the
angle of rotation. They also use the centerline of the cylinder as their axis of rotation. The only
difference is the specification of the Rotate Arrayed Items option. The objects in the array on the left
have the objects rotated within the array, while the objects on the right do not.
Number of Items Use to specify the number of objects to be included in the pattern.
Specify Angle to Use to specify the number of degrees of rotation the pattern will fill.
Fill
Rotate Arrayed Use to rotate the objects as they are arrayed about the axis.
Objects
Specify Center Use to define the initial point on the axis of rotation.
Point of Array
Specify Second Use to define the final point on the axis of rotation.
Point on Axis of
Rotation
1. Open C_Mirroring-Objects-in-3D.dwg.
8. To draw a line:
■ On the Home tab, click Draw panel > Line.
■ When prompted to specify the first point,
enter 0,0.
■ When prompted to specify the next point,
enter 0,-5.
■ Press ESC to end the Line command.
9. On the Home tab, click Modify panel > 3D
Array.
■ When prompted to select objects, select
the first box created.
■ Press ENTER.
10. To create a polar array of the first box created:
■ When prompted to enter the type of array,
enter P, for polar.
■ When prompted to enter the number of
items in the array, enter 3.
■ When prompted for the angle to fill, enter
360.
■ When prompted to rotate arrayed objects,
enter Y, for yes.
This lesson describes how to create surfaces or solids by converting 2D geometry or surfaces.
By converting 2D geometry to 3D surfaces or solids, you can leverage existing drawings for the
creation of models, or to use a workflow of creating qualified 2D geometry that you then convert into
a surface or solid.
In the following image, a 3D model of a floor plan was created by converting 2D geometry.
Objectives
After completing this lesson, you will be able to:
■ Describe the reasons why an object would be converted to a surface or solid and the property that
must be edited to prepare the object for conversion.
■ Access the Convert to Solid command and convert qualifying 2D objects to solid models.
■ Access the Convert to Surface command and convert qualifying 2D objects to surfaces.
■ Describe the characteristics of a thickened surface.
■ Access the Thicken Surface command to create a solid.
Converting 2D Objects
Before a 2D object can be converted to a surface or a solid, it must have a thickness property with
a value not equal to zero. Such objects would have had their thickness value set in one of two
ways: either the value was changed in the Properties palette after the objects were created, or the
THICKNESS system variable was set prior to their creation. This thickness value is assigned in the Z
direction. Therefore the object has an appearance of having height.
If you are trying to design and display geometry with constant heights, you might find presetting the
Thickness variable to that desired value and initially drawing the objects in 2D an efficient way of
starting your 3D surface or solid model. That way you can use familiar commands and editing tools to
create the initial shape. Once the objects are drawn with the desired thickness property, you will be
able to convert them to surfaces or solids for further 3D design and representation.
The following image shows two different views of the same objects. One set of objects, shown with
active grips, has a thickness of zero. The other set of objects is a copy of the first set and has had its
thickness values changed. The set of objects with thickness can be converted to surface models. Of the
objects with thickness, only the rectangle can be converted directly to a solid since it is a closed loop
polyline.
Converting to Solids
Using the Convert to Solid command, you can create a solid model from qualified 2D objects. Objects
that qualify for conversion to solids include:
■ Circles with a thickness other than zero.
■ Closed loop polylines with a thickness other than zero.
■ An open loop polyline that has a constant width value and a thickness other than zero.
Command Access
Convert to Solid
Change the DELOBJ system variable to -2 to have the Convert to Solid command
prompt you with the option to keep the selected objects or to erase them. By not
erasing the original objects, you can isolate them on their own layer and refer back to
them at a later point if needed.
Command Access
Convert to Surface
Thickening Surfaces
A surface model by definition means the object has no thickness. It is defined by two dimensions
traversing through space but it does not have a third dimension defining thickness. Therefore, a
surface model does not define a solid volume. One way to make a solid model from the surface is to
give that surface a specific thickness value.
When giving a surface thickness, you specify a distance for the surface to be thickened. This distance
establishes the parallel offset of the surface. A solid model is then created composed of the volume
of area between the surface and the parallel offset. Though a surface does not have thickness, the
surface does have a positive and negative side. So when thickening a surface, a positive thickness value
creates the solid model on the positive side of the surface while a negative thickness value creates a
solid on the negative side of the model.
In the following set of images you can see a surface that was thickened to create a solid model of a
contemporary chair seat design. The initial surface shown on the left was created by lofting two open
cross sections along two open guide rails on each side. The solid created from the thickened surface is
shown on the right.
You could think of thickening surfaces as using a special offset command. Except in this case, instead
of creating a new object a set distance away from the original, the volume of area between the surface
and the offset creates a solid model.
Thickening Side
As part of the process of thickening a surface, you are prompted to enter a thickness value. Supplying a
positive value creates the solid model on the positive side of the surface. A negative value creates it on
the negative side of the surface.
Change the DELOBJ system variable to -2 to have the Thicken command prompt you
with the option to keep or erase the selected surface. By keeping the original objects,
you can isolate them on their own layer and refer back to them later.
Note: The grid is turned off for clarity. Thaw the Outer Walls layer and make it
7.
2. Make the Inner Walls layer current. current.
3. Freeze all other layers.
This lesson describes how to perform basic mesh modeling by editing meshes, adjusting smoothing
values, creasing meshes, and performing subobject editing.
After you have created your basic mesh models with primitives and other mesh surfaces, the models
really start to take shape when you begin to apply editing techniques such as smoothing and creasing
mesh faces.
In the following illustration, a new mouse design is being created with mesh modeling techniques.
Objectives
After completing this lesson, you will be able to:
■ Split and extrude mesh faces.
■ Describe how to convert 3D objects to mesh objects and use smoothing and refining options to
edit the mesh object.
■ Use creases to control mesh smoothing on specific faces and edges.
■ Use the 3D-Gizmo to perform subobject edits on faces, edges, and vertices.
Command Access
Extrude Face
Smoothing Meshes
Imagine a smooth round bowl. Now imagine lining the inside of the bowl with small flat pieces of
stiff paper. Each piece has three or four sides and mates neatly at the edges. The pieces may vary in
size and shape, but every edge accurately matches the piece next to it. Every corner of every piece
touches the surface of the bowl, but each piece remains flat and does not flex to conform to the bowl.
Together, the small flat pieces of paper simulate the shape of the bowl. The larger the pieces are, the
less smooth the simulation appears. The smaller the pieces are, the smoother the simulation appears.
Mesh modeling simulates surfaces by mathematically performing the same process. The pieces of
paper are called facets. You control the size of the facets by setting the level of smoothness in the
Properties palette for that mesh object. Facets are limited to being three or four sided triangles or
quads. You can influence the shape of the facets to be mostly triangles or mostly quads in the Mesh
Tessellation Options dialog box.
Mesh faces are larger divisions of the surface. Mesh faces are bounded by tessellation lines. You set
the number of faces by setting tessellation divisions in the Mesh Primitive Options dialog box. You
control the visibility of tessellation lines using edge effects on the Render tab.
Within each mesh face there can exist multiple facets. The number of facets within each face increases
with higher levels of smoothness. All faces have the same number of facets. When you choose a
smoothness of level 1, all faces are divided into a matrix of 2 x 2 facets for four facets per face. A level
of 2 creates a 4 x 4 matrix of facets for 16 facets per face. A level of none sets each face to only one
facet.
Solid and surface legacy objects must be converted to mesh objects before smoothing can be
performed. This is done with the Smooth Objects command.
Command Access
Smooth Object
Command Access
Add Crease
Subobject Edits
The whole of the model you create is called the object. Within the object there are subobjects called
mesh faces. Mesh faces are bound visually by tessellation lines.
You can modify one or more faces using the 3D-Gizmo and move, rotate, or scale selected faces, edges,
or vertices.
If you need to model at a higher level of detail, you can create faces within faces using the mesh
refining process.
1. Open C_Box-to-Mouse.dwg.
Note: The 3D modeling workspace must be
active for this exercise.
Objectives
After completing this chapter, you will be able to:
■ Graphically remove part of a 3D model and generate 2D geometry from solid models.
■ Create 2D and 3D drawings from 3D models.
This lesson describes how to graphically remove part of a 3D model and generate 2D geometry from
the solid model.
As you create more detailed models, there will be times when you need to view an aspect of a model
that is visually obstructed by other parts or features of the model. By using section planes, you can
view the information you want in 3D or 2D form. You can also generate 2D cross sections based on
the planes you define that can be used to generate mass property information or create 2D drawing
views.
In the following illustration, a front view of the assembly was created for a 2D drawing to be provided
to manufacturing. The other view is a cross section of the valve body to be used in strength and
material analysis.
Objectives
After completing this lesson, you will be able to:
■ Describe a flattened view.
■ Create 2D geometry based on the view of a model.
■ Create simple sections of 3D models.
■ Create section planes through a solid model.
■ Use a section plane to change the display of a model or create new geometry.
■ Create 2D sections or elevations and 3D sections from existing section planes.
3D model
Plane representing 2D view
Resulting flattened view for the elevation
Option Description
X Use to scale the geometry in the X direction independently of the Y and Z axes.
Y Use to scale the geometry in the Y direction independently of the X and Z axes.
Z Use to scale the geometry in the Z direction independently of the X and Y axes.
Command Access
Section
Command Access
Sectionplane
Option Description
Orthographic Use to create a plane based on one of six standard orthographic views: Front,
Back, Top, Bottom, Left, and Right.
Command Access
Grips shortcut menu: Activate Live Sectioning, Show Cut Away Geometry, Generate 2D/3D
Section, Add Jog to Section
Option Description
Show Cut Away Use to generate the cut away portion of the 3D model.
Geometry
Generate 2D/3D Use to generate a 2D cross section or 3D model of the cut away geometry that
Section is independent of the original model.
Add Jog to Use to add segments to section planes created using the Draw Section option.
Section
Standard grips for editing the endpoint location of the section plane.
Click to display shortcut menu.
When live sectioning is activated, it affects all solids in the drawing. Objects may
disappear, depending on which side of the section plane they are located.
The following images illustrate the effect of changing the section plane state.
Command Access
When the dialog box is in an expanded state as shown here, you can specify whether or not to use all
objects in the drawing or select only the objects you want to include in the section.
Under Destination, you specify how the resulting section should be handled. You can insert it as a new
block, which is typically what you do the first time to create the section. Use the Replace Existing Block
option to update a block of the section that already exists. You need to click Select Block and select
the existing block. You can also choose to export the section to a separate drawing file by clicking the
Export to a File option.
Click Section Settings to modify properties of your section such as hatch and fill pattern, line types, and
colors.
5. To create a 2D section:
2. On the Home tab > Section panel, click Section ■ Right-click the section plane.
Plane. ■ Click Generate 2D/3D section.
■ In the Generate Section/Elevation dialog
box, verify that 2D Section/Elevation is
selected.
■ Click Create.
7. To create a 3D section:
■ Select the section plane to activate grips.
■ Right-click the section plane.
■ Click Generate 2D/3D Section.
■ In the Generate Section/Elevation dialog
box, click 3D Section.
■ Click the Expand button to expand the
dialog box.
8. To select the objects to include in the 3D
section:
■ Under Source Geometry, click Select
Objects to Include.(1)
■ Click the Select Objects button.(2)
■ Select the main housing body (green
component)(3).
■ Press ENTER.
■ Click Create.
11. Click and drag on the section plane grips (1) and 13. On the View tab > Viewport panel, select Two:
(2) in the following image. Vertical from the Viewport Configuration pull-
down menu.
■ Click inside the left viewport to activate it.
■ On the ViewCube, click Top.
14. In the top view, click and drag the section plane
lines to see the real-time effect on the section
in the isometric view.
1. Open C_Draw-Section-Plane.dwg.
This lesson describes how to display geometry from 3D models, and geometry generated from 3D
models in layouts.
In the following image, layout views have been created from the 3D model. The isometric view is
a Realistic view of the 3D model, while the other views are 2D geometry generated from the solid
model.
Visualization, interference checking, and mass property information are a few of the benefits of
creating designs with 3D models. As you design in 3D, you still need to create 2D documents of your
models.Using layouts, you can createall the viewsnecessary todocument your models.
Objectives
After completing this lesson, you will be able to:
■ Identify the types of views created from 3D models.
■ Describe the process for creating shaded and hidden views.
■ Create layout views of geometry created with the Flatshot and Sectionplanes commands.
Types of Views
From 3D models, you can produce different types of views depending on your requirements. Using
visual styles, you can generate views based on geometry view types: Wireframe, Hidden, or Shaded.
You set the display options from either the Home or Visualize tabs, on the View or Visual Styles
panels. Display options are based on the current viewport.
2D Wireframe 3D Wireframe
The display quality of your views can be affected by certain system variables. These system variables
constitute a trade-off between display quality and performance: increasing the values can decrease
the performance of drawings. The following table explains these system variables.
Viewres Controls the smoothness of arcs and circles. Values range from 1 to 20,000. The
VIEWRES setting is saved in the drawing.
Facetres Controls the smoothness of shaded and rendered objects. Values range
from .01 to 10. The FACETRES setting is saved in the drawing.
Isolines Controls the number of contour lines on a curved surface. Values range from 0
to 2047. The ISOLINES setting is saved in the drawing.
1. Open M_Drawing-Views-of-3D-Models.dwg.
2. Make the Layers panel visible by right-clicking
the Home tab and selecting Show Panels >
Layers. 6. To complete the creation of orthographic
3. To display the 2D Drawing View Layout: viewports, when prompted for the first corner,
■ Start the Quick View Layouts (QVLAYOUT) enter F for Fit.
command.
■ Click the 2D Drawings Views layout.
■ On the Home tab > Layers panel, click Layer
Control and set the Viewports layer to
current.
Note: Switch to the Layout environment using
the Quick View Layouts (QVLAYOUT) command.
1. Open M_Sectionplane-Layout-View.dwg.
1. Open I_Drawing-Views-of-3D-Models.dwg.
Visualization
You can present your designs while they are still being created, using visualization tools such as visual
styles, model walk and fly throughs, materials, and lighting. Presenting designs in progress encourages
feedback and can uncover problems that might otherwise not be found until much later in the design
process. A dramatically lighted model, with the right materials and rendering, produces an image that
makes a design much easier to visualize.
Objectives
After completing this chapter, you will be able to:
■ Create, apply, and manage visual styles and visual style overrides.
■ Add and edit lights in a scene to make it more realistic.
■ Create and edit materials and apply them to a model.
■ Use the sun to enhance outdoor scenes of your 3D models.
■ Render a scene and save the render to an image file that you can share with the project team.
■ Use the 3Dfly, 3Dwalk, and Motion Path Animation commands to navigate models.
■ Create and use cameras to illustrate views in a drawing.
This lesson describes how to create, apply, and manage visual styles and edge effects to control the
appearance of your 3D model.
In the following illustration, two different visual styles are applied to the same drawing.
Visual styles enable the designer to quickly change the appearance of a model. A visual style is a
collection of settings similar to a dimension style or text style. A visual style controls the model's
edges, shading, background, shadows, faces, and more. In the design process, each visual style can be
used to convey visual information for a different audience. For example, an architect might createone
visualstyle to look like a hand sketch,and another for a more realisticrendering.
Objectives
After completing this lesson, you will be able to:
■ Describe visual styles and edge effects and how they are used in a drawing.
■ Use the Visual Style Manager and ribbon to create and manage visual styles.
■ Use the Visual Style Manager to create and manage visual styles. Use the Edge Effects to create
visual style overrides.
■ Export visual styles to the tool palette for use in other drawings.
Command Access
Visual Styles
Edges
Edge Overhang toggle / Edge Overhang slider
Edge Jitter toggle / Edge Jitter slider
Silhouette Edge toggle / Silhouette Edge Width slider
Obscured Edges toggle / Obscured Edges Color pull-down
Command Access
Save Visual Style
Highlight the desired visual style from the Available Visual Styles in Drawing list and click the Export
the Selected Visual Style to the Tool Palette button.
You can export a visual style to any existing or custom tool palette. You are not
limited to the Visual Styles tool palette.
1. Open C_Visual-Styles.dwg.
2. On the Render tab > Visual Styles Panel, click
Visual Styles.
The sunis a form of light in your scene, but it is not really intended to add light inside your buildings
and at specific spots. Lights allow you to control the intensity of light in specific locations on your
scene as well as the direction in which the light shines.
Too many lights in a scene can make things look very bright and washed out, which can lead to scenes
appearing unrealistic. Learning how to apply lighting to your scenes takes time. As you add lights, it
is recommended that you take periodic sample renderings, because what you see in the scene might
not exactly represent the final output.
In the following illustration, several different lighting sources are used to illuminate the scene.
Objectives
After completing this lesson, you will be able to:
■ Define light types.
■ Add user-created lights to a scene.
■ Edit user-created lights and identify various light properties.
Point Light
A point light emits light in all directions from its specified location. The closer to the location of a point
light an object is, the more intense light it receives. Point lights are good for emulating sources of light
such as light bulbs, lanterns, and candles. A point light is represented in a scene by a spherical glyph
with crossing lines through its center.
Spot Light
A spot light emits light from a source location to a target based on the shape of a cone. The closer
an object is to the source, the more intense the light it receives. You can control the size of the outer
cone that helps to define when the light starts to fall off, and an inner cone that determines the hot
spot of the light. The spotlight shines only in the direction that is determined by the source and target
points. Spot lights are good for emulating sources of light such as floodlights and track lighting. They
make it easy to highlight a specific feature in a scene. A spot light is represented in a scene by a glyph
that looks like a flash light.
Light Glyphs
Lights are not actual objects that appear in the scene the way solids and faces do when rendered.
However, point lights and spotlights are represented in a drawing in such a way that you can select
them.
Point lights and spotlights are displayed in a scene with a special type of object called a glyph. Glyphs
are displayed, but are not plotted by default. They exist so that you can graphically select and edit
a light in the scene. To display glyphs, you can click Light Glyphs display on the Render tab > Lights
panel, or click Menu Browser > View > Render > Light > Light Glyphs.
Point light glyph: Point lights appear in a scene as a spherical glyph with crossing lines through
the center.
Spotlight glyph: Spotlights appear in a scene as a glyph that looks like a flashlight.
Option Description
Name Displays the name of the light in the scene. The name can be a total of 256
characters and can contain hyphens and underscores.
Shadows Toggles whether shadows are calculated for the light that the light casts. When
set to Off, the values of the rendered shadow details are read-only.
Filter Color Specifies the color light that the light emits.
Option Description
Type Specifies the type of shadows you want to generate from the light that is
emitted.
Map Size Controls the shadow map size. The higher the number, the better the shadows
look, but the longer it takes to render. Type must be set to Soft in order for this
property to be available.
Softness Controls the appearance of the edges of the shadows that are calculated. Type
must be set to Soft in order for this property to be available.
Geometry Properties
The following table lists the Geometry properties available for point lights and spotlights.
Option Description
Target X Specifies the X coordinate value for the target location. Only available with
Targeted = Yes.
Target Y Specifies the Y coordinate value for the target location. Only available with
Targeted = Yes.
Target Z Specifies the Z coordinate value for the target location. Only available with
Targeted = Yes.
Targeted Yes/No. Specifies whether or not the point light or spotlight has a target point.
Option Description
Type Specifies how the light diminishes over a distance. You can select None,
Inverse Linear, and Inverse Squared.
Start Limit Offset A distance from the center of the light where light starts as an offset. Use
Limits must be On to change this value.
End Limit Offset A distance from the center of the light where light ends as an offset. Light is
not cast beyond this point. Use Limits must be On to change this value.
Editing Spotlights
When a spotlight is selected, a grip is displayed at the center of the source of the light, along with
several other grips with which you can specify the target point and affect both the hotspot and falloff.
Use these grips to reposition the light in the scene.
The following table lists the Geometry properties of a distant light in the Properties palette, which
specify the source location of the distant light.
Option Description
From Vector X Specifies the X coordinate value for the source location.
From Vector Y Specifies the Y coordinate value for the source location.
From Vector Z Specifies the Z coordinate value for the source location.
Source Vector X Specifies the X coordinate value to calculate the vector direction.
Source Vector Y Specifies the Y coordinate value to calculate the vector direction.
Source Vector Z Specifies the Z coordinate value to calculate the vector direction.
1. Open I_House-Lighting.dwg.
2. On the Render tab > Render panel, click Render
to view the scene rendered with the default
lighting.
11. On the View tab > Views panel > View list, click
Kitchen.
12. On the Render tab > Render panel, click Render.
The scene appears rather dark because the
point lights are not emitting a lot of light in the
scene and the default lighting is turned off.
1. Open I_Mech-Lighting.dwg.
2. On the Render tab > Render panel, click Render
to view the scene rendered with the default
lighting.
This lesson describes how to use, create, and edit existing and new materials. You learn how to begin
by using existing materials and then edit those materials to achieve the desired results.
Applying materials to objects is a key part of rendering a scene. Until materials are applied, your
objects can only be rendered based on their specific color or the layer's color. When you apply
materials to objects, you can really convey the design intent by making objects appear more realistic.
To complete this lesson, you must have installed the Materials Library during your
AutoCAD® installation.
About Materials
You use materials to add visual impact and clarity to your designs. When you apply a material to an
object, such as a surface, you can transform it from a simple colored object to a closer representation
of reality.
In the following illustration, even just previewing the objects before they are rendered, the image on
the right gives you a better idea of what the final product will look like. Patterns are noticeable in both
the wood grain material and the marble counter top.
Definition of Materials
Materials consist of a set of properties that define how an object will appear when it is rendered or
viewed using a visual style capable of displaying the material's properties. For example, a material can
control an object's color, shininess, transparency, illumination, and, in some cases, textures and surface
qualities.
The material applied to the floor uses specific color properties as well as a texture map and a
bump map to simulate a hardwood floor.
The material applied to the table top uses a Diffuse color setting of nearly white (250, 250, 250)
with the Shininess property set to the maximum setting, while the Opacity property is set to the
minimum setting. Other settings are used as well to simulate a glass table top.
The material applied to the chair surfaces uses color settings and texture and bump maps to
simulate a leather seating surface.
The material applied to the table legs and chair risers uses the Metal-Polished template, the
Shininess property set to 94, and a texture map. These properties combined with others simulate
a chrome reflective surface.
While it may not be apparent in the previous illustration, the material used for the chair
platforms uses the Metal-Bushed template settings, specific color values, and a texture map.
These properties combined with others simulate a dark blue metal surface.
Command Access
Materials Tool Palettes
Predefined Materials
There are potentially two tool palettes that contain materials, depending on the options chosen
during installation:
■ Materials
■ Materials Library
In the following illustration, the image on the left shows sample fabric materials on the Materials
palette. The image on the right illustrates how many more of the same type of materials are available
Instead of dragging the material, you can also select the object first, then click the
material on the tool palette.
Command Access
Materials
Material Editor
When you are creating a new material, use the selections in the Template list as a starting point.
For example, if your material is supposed to represent a type of metal, you might begin by selecting
Realistic Metal in the Template list. These selections have preset values associated with the Shininess,
Refraction Index, Translucency, Self-Illumination, and Opacity properties.
To apply a texture map, such as a wood grain pattern, click the Select Image icon under Diffuse Map
and browse for the texture.
Note: The first time you click to select a texture map, you may need to browse to the location of your
texture maps. The default path is C:\ProgramData\Autodesk\AutoCAD 2010\R18.0\enu\Textures\.
1. Open C_Apply-Materials_Architectural.dwg.
2. If the Tool Palettes window is not displayed,
press CTRL+3 to open it. Select the Materials
palette.
■ In the Materials palette, find the Material
3. To add a material to the scene, on the Materials Scaling & Tiling panel. You may need to
palette, click the Flooring - Materials Sample expand it.
tab.
■ Enter 100 for the Width property.
Note:
■ The Shininess scale changes to 95.
■ There is a slight change in the texture of the
pillow block.
Using the sun, you can simulate sunlight based on a geographical location, time of day, and day of the
year. You can thus determine how sunlight might appear on the outside or inside of a building.
It is important to know which direction your building faces so that you can properly configure the
northern direction. To properly configure the sun, you also need to know the geographical location or
the longitude and latitude of your model.
In the following image, the sun is used to simulate shadow positions on a proposed home design.
Objectives
After completing this lesson, you will be able to:
■ Describe the concept of using the sun in 3D models.
■ Access sun settings using the Visualize tab on the ribbon.
■ Specify the north direction and geographic location for a scene.
■ Use the Sun Properties palette to access more comprehensive sun settings.
■ Create a basic rendering using the sun.
The Render tab has the following settings to control the sun:
Default Lighting: Toggles default lighting on and off. It is recommended that default lighting be
turned off when you are rendering to prevent it from affecting sunlight and shadows.
Sun Properties: Toggles the Sun Properties palette on and off.
Sun Status: Toggles Sun Status on and off.
Location: Specifies the geographic location of the scene and the north direction of the model.
Sun Date: Specifies the day of the year for calculating sun position.
Sun Time: Specifies the time of day for calculating sun position.
If your graphics card supports Hardware Acceleration and Full Shadows, you can
enable Full Shadows on the Render tab > Lights panel. You can then see the shadows
from the sun in real time.
In the following illustrations, the same scene is previewed with shadows. In the image on the left, the
geographic location is set to a northern location in the United States, while the image on the right is
set to a southern location in the United States.
Command Access
Geographic Location
Latitude & Specify the location using coordinate values or time zone.
Longitude
Use Map Opens a map enabling you to click a location anywhere on the globe.
Coordinates and Determines where the geographic marker is placed on the model.
elevation
North Direction Specify the angle from 0 for the north direction. By default, north is the
positive Y direction in the world coordinate system.
Up direction By default, the up direction is the positive Z-axis (0,0,+1). The Up direction and
the north direction are always constrained such that they are perpendicular to
each other.
Option Description
Time Zone Select the time zone in which the scene takes place.
Nearest Big City When checked, your click on the map will snap to the nearest big city. When
cleared, the exact latitude and longitude of your click on the map will be used.
3. In the Geographic Location dialog box, under North direction, enter the angle in the scene that
represents north. You can also click on the compass to specify an approximate angle for the
northern direction.
4. Click OK.
4. In the Location Picker dialog box, select a Region from the list. The map updates based on the
selection you make.
Command Access
Geographic Location
Option Description
Shadows Selects whether shadows are calculated for the light that the sun casts. When
set to Off, the values of the Rendered Shadow Details are read-only.
Option Description
Status Set the status by selecting Off, Sky Background, or Sky Background and
Illumination.
Intensity Factor Enter a value to magnify the effect of the sky light.
Height Enter a value that represents the absolute position of the ground plane
relative to world zero.
Blur Enter a value to control the amount of blurring that occurs between the
ground plane and sky.
Visibility Distance Enter a value to specify the distance at which 10% haze occlusion will result.
Disk Scale Enter a value to specify the scale of the sun disk.
Glow Intensity Enter a value to adjust the intensity of the sun glow.
Disk Intensity Enter a value to adjust the intensity of the sun disk.
For drawings created in AutoCAD 2007 or earlier, the LIGHTINGUNITS system variable
is set to 0. This system variable must be set to 1 or 2 for the Sky Properties options to
be available.
Daylight Savings Turns daylight savings time on and off, and determines whether changing the
date affects the time.
Azimuth A read-only property that displays the angle of the sun due north clockwise
along the horizon.
Altitude A read-only property that displays the angle of the sun vertically from the
horizon.
Source Vector A read-only property that displays the source vector of the sun, indicating the
direction of the light it is emitting.
Type Selects the type of shadows you want to generate from the light that is emitted
from the sun.
Samples Sets the number of samples to take on the solar disk. This option is only
available when Type is set to Soft (area) by selecting it in the Type list, or
enabling photometric lighting by setting the LIGHTINGUNITS system variable to
1 or 2.
Geographic Location
The Geographic Location section displays read-only information about the simulated geographic
location of your scene. You can edit these values by clicking the Launch Geographic Location button in
the title area of the section, or by clicking the Geographic Location button on the Light control panel.
Option Description
Geographic Displays the current geographic location settings. You can only edit the
Location geographic location settings in the Geographic Location dialog box, which you
open by clicking the Launch Geographic Location button in the section header.
Completing the Exercise 3. On the Render tab > Sun & Location panel, click
To complete the exercise, follow the Sun Status.
steps in this book or in the onscreen
exercise. In the onscreen list of
chapters and exercises, click Chapter 5:
Visualization. Click Exercise: Use
the Sun.
4. If presented with the option, select Turn off the
1. Open I_Sunlight-House.dwg. default lighting.
In this lesson, you learn about rendering using pre-made render presets, or by customizing one of
the presets with your own rendering configuration. Rendering calculates how light might reflect off a
material and scatter through a scene once you have the scene set up with materials and lights.
When preparing for the final render, it is best to use some of the lower quality render presets to
quickly make sure the scene is how you want it to look, rather than waiting for a custom render to
complete.
Objectives
After completing this lesson, you will be able to:
■ Describe the rendering environment and render presets.
■ Use the Render and Render Cropped Region commands.
■ Use the Render Window and read the image information in the window.
■ Control render output size and format and render a scene to a file.
■ Describe some of the rendering effects controlled by advanced rendering.
Render Presets
The render presets take some of the complexity out of rendering by giving you a range of rendering
qualities to select from. Rendering can be a complex process, depending on how involved you want
to get. If one of the presets does not offer what you are looking for, you can create a custom render
preset based on one of the available presets. However, before youstart doing this, you should try
the render presets provided. To do this, select one of the presets from the Render Presets list on the
Render panel before you start rendering the scene.
Option Description
Draft Produces a blocky-looking render due to the low sampling, but is very fast
and can provide a rough idea of what the lights in the scene are doing. Lowest
quality render preset.
Low Produces a coarse-looking render due to the low sampling, but is fast and can
give you a quick idea of what lights and shadows look like in a scene. This is a
better choice than Draft if you want to see both lights and shadows in a scene.
Medium Produces a good render due to the sampling and ray-trace settings that
provide a nice balance of speed and rendering quality. The render may appear
a little blurry along edges due to the sampling not being set to its highest level.
A good way to test a scene for lighting and shadows before you get ready
for the final output, as it gives you a close representation of the final render
without taking a lot of time.
High Produces a slightly higher quality rendering than the Medium preset due to an
increase in sampling and ray-tracing, but not quite as good as Presentation.
Presentation Produces sharply detailed renders due to the high sampling and ray-trace
settings, but can be very slow and should only be used for final output.
Highest quality render preset.
Command Access
Rendercrop
Render Window
The Render window is made up of three main areas: the Image pane, the Statistics pane, and the
History pane. The Image pane displays the current render in progress or one of the images selected
from the History pane located at the bottom of the dialog box. Below the Image pane is the progress
meter of the current render in progress with a Cancel button to the left of the meter. The History
pane displays the most recent renderings of the current drawing that have been done in the Render
window. The Statistics pane displays the information about the selected image in the History pane. The
information of the render in progress is unavailable until the render has been completed.
Entries in the History pane's list of renders have three states of output:
Saved Entries have a folder icon and a user-specified name and file type.
Temporary Entries have a clock and green arrow icon, which represents a temporary
entry, meaning that the file has not been given a proper name and file type.
Deleted Output Entries have a red X, meaning that the output files associated with the entry
have been deleted.
The following table describes the options available when you right-click an entry in the History pane:
Option Description
Render Again Renders the current view, a selection, or region using the same settings as the
render in the History pane. The entry in the History pane is updated with the
new rendering results.
Save Saves the selected entry to a file, and the icon for the entry is updated to a file
folder with a red checkmark. If you right-click the entry and click Render Again,
the file is overwritten.
Save Copy Saves the selected entry to a file, but the icon is not updated to a file folder
with a red checkmark. If you right-click the entry and click Render Again, the
file is not overwritten.
Make Render Makes current the render settings used to create the selected rendering.
Settings Current
Remove From the Removes the entry from the History pane but does not delete the saved
List output.
Delete Output Deletes the output file and leaves the entry in the History pane.
File
You can also define a custom image size by selecting Specify Output Size and using the Output Size
dialog box.
Format Description
PCX PC Paintbrush
TGA Targa
After you click Save, an Options dialog box is displayed, in which you can select options that affect the
file size and quality of the final image file.
2. Expand the Render panel to specify the destinaton for the image, the file name and type for the
rendering, as well as the output size of the image.
Advanced Rendering
Until you feel comfortable using the basic tools for rendering and the render presets, it is
recommended that you stay with those. When you are ready to work with the advanced rendering
options, you can create custom render presets with the Render Presets Manager.
The following table briefly explains the sections of settings on the Advanced Render Settings palette.
It does not go into depth on the specific settings in each section due to the number of options
available. These settings are also available in the Render Presets Manager.
Section Description
Render Context Contains settings that affect what is rendered and the final output of the
render.
Materials Contains settings that affect how materials are used during rendering.
Sampling Contains settings that affect how sampling is handled for rendering.
Shadows Contains settings that affect how shadows are calculated and appear in a
rendering.
Ray Tracing Contains settings that affect the shading of objects in a rendering.
Final Gather Contains settings that affect how Global Illumination (GI) is calculated.
Light Properties Contains settings that affect how indirect illumination is calculated.
Visual Contains settings that control how some of the visual aids are displayed to
help explain how some of the features of the renderer behave.
Processing Contains settings that can affect the time in which the rendering is completed.
1. Open I_Render-Mechanical.dwg.
2. Open the Tool Palette and locate the Materials
tab:
■ Right-click on
Metals.Ornamental.Bronze.Satin.
■ Click Add to Current Drawing.
17. Set the Sun time and Sun date to the values
shown.
This lesson describes how to use the 3Dfly, 3Dwalk, and Motion Path Animation commands to navigate
and present your designs.
As drafters, designers, or engineers, you are required to validate and present your designs to others.
Having the ability to view your designs from any angle and perspective, and present those designs
to others in a way that is easy to understand, can help you to convey your ideas and uncover design
problems.
Objectives
After completing this lesson, you will be able to:
■ Use the 3Dwalk and 3Dfly commands to walk through your model for a perspective view of your
design from any angle.
■ Record your walk-through to a video file for later playback.
■ Use paths to create animated fly-throughs of your model.
Command Access
3Dwalk
If the Animations panel is not displayed on the Render tab, right-click the Render tab
and click Show Panels > Animations.
Current target: Press the forward key to move towards this target.
Cursor: Click and drag to reposition the target.
Position indicator: Click and drag to rotate the position around the target. To move the position
indicator and the target, click and drag between the position indicator and the target indicator.
Target indicator: Click and drag to adjust target.
Preview Window: Shows objects in your drawing.
Properties: Adjust the properties of the Position Locator and the preview window.
Step Size: Enter a value for the step size. A larger value results in faster navigation, as a larger
distance is covered in each step.
Steps Per Second: Enter a number between 1 and 30 to determine the number of steps taken per
second as you navigate through the model.
Command Access
The animation controls Play, Record, Pause, and Save are only available while the 3Dwalk or 3Dfly
commands are active.
Animation Settings
Use the Animation Settings dialog box to set properties for the animation before you begin recording.
In the Visual Style list, you can select a visual style or rendering presets for the animation. Adjust the
resolution as required, set the frame rate, and select an output format.
Note: Higher frame rates generate smoother animations but require more processing power and result
in larger files. Experiment with lower resolutions and frame rates until you know what your machine
can do.
Creating Video
When you click Save Animation you are prompted for a file name. When you click Save, the Creating
Video dialog box is displayed. The progress bar and the frame count status appears. The Seconds
Remaining information at the bottom is an estimate of the time required to save the animation file.
Command Access
Animation Path
Using the Camera options you can select either the point where a camera is located or the path along
which a camera travels, depending on whether Point or Path was selected.
Using the Target Point options, you can link the target to a point or a path. If the camera is linked to a
point, the target must be linked to a path. If the camera is linked to a path, you can link the target to
either a point or a path.
Using the Target Path options you must click the Select button and select a path. The path can be a
line, arc, elliptical arc, ellipse, circle, polyline, 3D polyline, or spline. When you select an object to be
used as a path, the Path Name dialog box is displayed. Enter a name for the path and click OK.
When you create a motion path animation, the camera is automatically created but you have to draw
paths for the camera or target.
This lesson describes how to create and use cameras in your drawings to illustrate various views.
The ability to view your designs from any angle not only adds visual impact when presenting your
design, but also provides you with more opportunities to identify potential flaws or problem areas.
In the following illustration, a camera is being created to show an elevation for the house model.
Objectives
After completing this lesson, you will be able to:
■ Describe cameras and how they can be used in your designs.
■ Create and position cameras to illustrate perspective views of your designs.
■ Activate and manage camera views.
■ Use ShowMotion to play back presentation views.
■ Create new presentation views to use with ShowMotion.
Definition of a Camera
Cameras are physical objects that can be selected, moved, and manipulated. They have a limited
set of properties that you can modify either by manipulating them with the cursor or through the
Properties palette.
In the following illustration, a camera object is selected. The Camera Preview dialog box opens and
displays the view as seen by the camera.
Command Options
After you specify the camera and target location, the following options appear on the command line.
Option Description
Name Enter a name for the camera. This is the view name as well. Spaces are not
allowed.
Clipping Turn the front and back clipping planes on and set their offset values.
If the Camera panel is not displayed on the Render tab, right-click the Render tab and
click Show Panels > Camera.
After the initial placement, you will probably need to tweak the camera and target positions. Use the
3D grip tool to move the camera. To activate the grip tool, select the camera and hover over one of its
position grips. Using the grip tool, you can restrict direction of movement along a specific axis or to a
specific plane.
While you are tweaking the camera's position and other properties, use the Camera Preview dialog
box as your guide. The preview represents a real-time representation of the camera's view.
Activating a View
In the following illustration, the Home tab, View panel, View list shows the available camera views and
predefined views for the current drawing. To activate a view, select it in the View list.
You can also associate a specific visual style with the view, associate a live section from an existing
section plane, and configure a background override. The background override can be a solid color, a
gradient, or a raster image.
Adjust Distance
Command Access
ShowMotion
You can change the size of the thumbnail images by pressing the CTRL key while
rolling the mouse wheel up or down. Select the thumbnail to change to the desired
view.
Pin ShowMotion: Locks the ShowMotion control panel so it remains visible while you work in the
drawing.
Play All: The current drawing automatically cycles through all the views in the selected category.
Stop: Stops ShowMotion.
Turn On/Off Looping: Controls whether the animation will continuously play back the transition
and motion assigned to the view.
New Shot: Activates the New View / Shot Properties dialog box where you can create a new view/
shot.
Categories: Displays a thumbnail image for each view category in the drawing. As you move your
mouse over the different categories, the views that fall within the category are displayed above it.
Views: Displays the named views that are defined in the selected category. Select the desired view
to activate it in the drawing area.
Play: Enables you to play shots and view categories. When the cursor is over a thumbnail, the Play
button appears in the center of the thumbnail. During playback, the Play button is replaced with
the Pause button. Click on the Pause button to pause the playback. When the playback has been
paused the Pause button is replaced by the Play button.
View Go: Enables you to move the camera to key positions while modifying shots or view
categories. When the cursor is over a view category thumbnail, the View Go button appears in the
upper right-hand corner of the thumbnail. To move the camera to the starting position of the first
shot of the view category, click the View Go button.
Command Access
New Shot
1. Open C_Create-Camera-Views.dwg.
2. In all drawings using materials, these two
settings must be made to make materials
visible:
■ On the Render tab > Visual Styles panel,
verify that Realistic is selected.
■ On the Render tab > Materials panel, verify
that Materials and Textures On is selected.
3. On the Render tab > Camera panel, click Create
Camera.
Objectives
After completing this chapter, you will be able to:
■ Output models into a digital format that can be used by common rapid prototyping technologies.
This lesson describes how to use AutoCAD® 3D printing capabilities. You will learn how to output your
3D model into a digital format that can be used by common rapid prototyping technologies.
With 3D printing you can quickly obtain a physical model of your design for checking. Finding errors or
envisioning ergonomic improvements before committing to expensive production tooling can prevent
costly changes.
Objectives
After completing this lesson, you will be able to:
■ Describe 3D printing and how the technology is being used in different engineering and design
disciplines.
■ Describe how to output your 3D designs to STL supported 3D printing vendors.
Definition of 3D Printing
3D printing in AutoCAD is the process of electronically publishing a file of a 3D virtual prototype
that can be used to create a physical model. The original file remains intact and a new file is created
with the extension .stl. The new file is imported into a stereolithography machine which creates the
physical model. There are different types of stereolithography processes, each with their strengths and
weaknesses.
Example of 3D Printing
It is possible to create a part that cannot be made with any other machining process using 3D printing.
Consider the Swiss cheese example where a void area can be created inside of a block. The illustration
below demonstrates how multiple pieces can be created in successive layers to create a moving
assembly.
Command Access
3DPRINT
Ribbon:
Output tab > 3D Print panel > Send to 3D Print Service
Note: 3D Modeling workspace must be active to see this panel.
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