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[转贴] solidthinking汽车建模 English教程

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发表于 2004-8-19 20:56:40 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式

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不錯的英文教程   轉自火星時代   
  雖然是solidThinking 但是觀念都是通用的.........
**************************************************
solidThinking is the powerful tool to create industrial models such as cars and electrical products. Followings are my personal opinion about this software...
  
'Create shapes just like you want!'
*Powerful and flexible modeling tools.
  
-*Wide variety of surfacing tools, trim, intersect, edge extract...
-*You don't have to obey 'the laws of the software'.
  
*Construction history.
-*Modify a curve --> surface shape, trimmed curve... updated accordingly.
-*Have a conversation with a shape! It provides us great interactivity.
  
*Effective browser.
-*It keeps modeling history automatically.
--You can go back to any step of your modeling.
-*Groups and layers management.
  
*Beautifully designed, sophisticated interface.
-*You can understand it intuitively.
--It allows you to learn solidThinking very quickly.
  
In this tutorial, I would like to show you the basics of solidThinking modeling, though at the same time, it will be the basics of industrial design modeling method.  
  
  [img] https:.187.55.84/images/upload/2004/08/17/44092296.jpg[/img]
  
'Birail' tool creates a surface by sweeping a section curve along 2 rail curves.
  
Click the tool icon, pick section curve, then pick rail curves.
  
If the surface is twisted, open 'Modeling toolbar' in 'Managers' menu, switch off the 'Invert rail' check button in 'Options' menu.  
  
If you modify the shape of the section curve, the surface shape will be updated accordingly. Pick the section curve, and toggle 'Edit mode' by pressing spacebar, then you can modify the shape of the curve.
  
To toggle 'Object mode', press spacebar again.  
  [img]https:.187.55.84/images/upload/2004/08/17/50544220.jpg[/img]
  
[img]https:.187.55.84/images/upload/2004/08/17/42342466.jpg[/img]
  
[img]https:.187.55.84/images/upload/2004/08/17/13912578.jpg[/img]
  
[img]https:.187.55.84/images/upload/2004/08/17/26192586.jpg[/img]
  
[img]https:.187.55.84/images/upload/2004/08/17/87991800.jpg[/img]
  
Create TOP (FRONT-TOP-REAR) surface.
'Curves network' tool creates a surface from a network of curves.
  
Click the tool icon, pick 2 curves in the X-axis direction, then press spacebar, pick 6 curves in the Y-axis direction sequentially, then press spacebar.
[img]https:.187.55.84/images/upload/2004/08/17/44225190.jpg[/img]
  
[img]https:.187.55.84/images/upload/2004/08/17/94278953.jpg[/img]
  
[img]https:.187.55.84/images/upload/2004/08/17/22838935.jpg[/img]
  
Create BASE surface. This surface will be used to cut off the unnecessary part of the other surfaces.
  
'Skin' tool creates a surface by interpolating sequential section curves.  
  
Click the tool icon, pick 2 curves, then press spacebar。
  
[img]https:.187.55.84/images/upload/2004/08/17/55493526.jpg[/img]
  
[img]https:.187.55.84/images/upload/2004/08/17/94480429.jpg[/img]
  
[img]https:.187.55.84/images/upload/2004/08/17/66449340.jpg[/img]
  
Cut off the unnecessary part of SIDE surface and TOP surface.
  
'Intersect' tool creates intersection curve between 2 surfaces. The surfaces are divided along the intersection curve. Also you can cut off the unnecessary part of the surfaces.
  
Click the tool icon, pick SIDE surface, then pick BASE surface.
  
The console prompts 'Store each face as a separate object?' Type 'N'.
  
The console prompts 'Choose which surface will be split'. Type '1' to divide only SIDE surface.
  
Click the tool icon again, pick TOP surface, then pick BASE surface. Repeat the same actions as SIDE surface.
  
To pick one part of a divided surface, holding Alt key down (Windows) and click left button of the mouse. Otherwise even the surface is divided, you will pick entire part of the surface.
  
Delete the parts of SIDE and TOP surfaces below BASE surface. TOP surface has 2 parts to be deleted. In this case, press down Alt key and Ctrl key (Windows) for multiple selections.  
[img]https:.187.55.84/images/upload/2004/08/17/81443709.jpg[/img]
  
[img]https:.187.55.84/images/upload/2004/08/17/34909027.jpg[/img]
  
[img]https:.187.55.84/images/upload/2004/08/17/21678319.jpg[/img]
  
[img]https:.187.55.84/images/upload/2004/08/17/52600109.jpg[/img]
  
Open 'Browser' from 'Managers' menu. It might be opened already. Browser is the effective tool to manage objects, groups and layers.  
  
Pick BASE surface by clicking on Browser, switch on the 'Hidden in interactive views' icon at the top of the Browser panel. 'Hidden in rendering' is also automatically applied. Now BASE surface is invisible at both of modeling windows and renderings
  
[img]https:.187.55.84/images/upload/2004/08/17/67288524.jpg[/img]
  
[img]https:.187.55.84/images/upload/2004/08/17/98650651.jpg[/img]
  
[img]https:.187.55.84/images/upload/2004/08/17/19803611.jpg[/img]
  
Intersect SIDE and TOP surface, cut off the unnecessary parts.
  
Click the tool icon, pick SIDE and TOP surfaces.
  
The console prompts 'Store each face as a separate object?' Type 'N' to make SIDE and TOP surfaces into one object.
  
The console prompts 'Choose which surface will be split'. Type 'B' to divide both of SIDE and TOP surfaces.
  
Delete the external parts of SIDE and TOP surfaces. TOP surface has 5 parts to be deleted, because the original surface is the Curves network surface that is divided by section curves.  
[IMG]https:.187.55.84/images/upload/2004/08/17/99212487.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/17/88004207.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/17/12075261.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/17/16575237.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/17/91350059.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/17/60609523.jpg[/IMG]
  
Trim SIDE surface to create wheel flare surfaces.
'Trim' tool discards specified regions by projecting a curve on it. Its icon tells everything that you can do with the tool   
  
Click the tool icon, pick the front wheel flare projection curve, then SIDE surface. You will see trimmed SIDE surface. Do same actions for rear wheel flare.  
[IMG]https:.187.55.84/images/upload/2004/08/17/75074791.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/17/36492554.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/17/61550635.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/17/62492159.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/17/89183040.jpg[/IMG]
  
Create WHEEL FLARE surfaces. At the first, create FLARE END surfaces.
  
Use 'Skin' tool.
  
Click the tool icon, pick the outer edge curve, then inner. Press spacebar to create Skin surface. Do same actions for rear.  
[IMG]https:.187.55.84/images/upload/2004/08/17/89801908.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/17/74253920.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/17/27018296.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/17/49395811.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/17/25127723.jpg[/IMG]
  
Create WHEEL FLARE surfaces by bending SIDE and FLARE END surfaces.
  
'Blend Surfaces' tool creates a surface forming a blending between 2 (or more) surface edges. You can control its influence from neighboring surfaces. Truly powerful tool.
  
Click the tool icon, pick SIDE surface, and pick trimmed edge on SIDE surface near the front end. Press spacebar to go to the next step.
  
Pick FLARE END surfaces, and pick its outer edge near the front end. To avoid creating twisted Blend surface, you should pick edges near the end of same side. Press spacebar to create WHEEL FLARE surface.
[IMG]https:.187.55.84/images/upload/2004/08/17/92460546.jpg[/IMG]
  
Now Blend surface is created, though, its SIDE surface side is flipped.
  
Open 'Modeling Tool' from the 'Managers' menu. Check 'Invert surf. #1' at 'Tangents' menu. You will see that WHEEL FLARE surface is smoothly blended to SIDE surface. Also try modifying 'Smoothness' values.
[IMG]https:.187.55.84/images/upload/2004/08/17/20834072.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/17/79484113.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/17/11779701.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/17/88625453.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/17/62293279.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/17/61831947.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/17/39839164.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/17/18426903.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/17/74374969.jpg[/IMG]
  
Here you can experience the great feature of solidThinking construction history.
  
Pick the wheel flare projection curve, press spacebar to enter 'Edit mode'. If you modify the shape of the curve, trimmed edge and Blend surface follow the modification. (Wow!)
  
Press spacebar again to back to 'Object mode'.
[IMG]https:.187.55.84/images/upload/2004/08/17/92166630.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/17/97914809.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/17/73525403.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/17/73448965.jpg[/IMG]
  
Create round surfaces between SIDE and TOP surfaces.
  
'Round' tool creates a blending surface or a circular fillet along selected edges.
  
Click the tool icon, the program console prompts 'Radius', type '1' and press enter. Pick SIDE-TOP surface (SIDE and TOP surfaces were unified because of Intersect), and pick all of shoulder edges. Press Ctrl key down to pick multiple edges. Press spacebar to create Round surfaces.  
[IMG]https:.187.55.84/images/upload/2004/08/17/32484813.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/17/64104384.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/17/76236986.jpg[/IMG]
  
Create cabin surfaces.
  
'Coons' tool creates a surface blended between four boundary curves.
  
Create FRONT WINDOW surface. Click the tool icon, pick curves clockwise or counterclockwise.
[IMG]https:.187.55.84/images/upload/2004/08/17/34476691.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/17/13427920.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/17/27258457.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/17/92502309.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/17/32546794.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/17/38023852.jpg[/IMG]
  
Create right side of the body.
  
'Mirror' tool mirror-copies objects along X, Y, Z axis, Vertical or Horizontal direction.
  
Mirror body color parts. Click the tool icon, pick SIDE-TOP, WHEEL FLARE, FLARE END and ROOF surfaces. Press spacebar to mirror surfaces.
  
The program console prompts 'Mirror along', type 'V' (Vertical) and press enter.
  
Do same actions for FRONT WINDOW, SIDE WINDOW and REAR WINDOW surfaces. It is better to mirror every materials.  
[IMG]https:.187.55.84/images/upload/2004/08/17/84419957.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/17/79156406.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/17/69012557.jpg[/IMG]
  
Assign materials to objects: body, glasses and tires.
  
Open 'Browser' from 'Managers' menu, open wheels folder, pick right side TIRE_F and TIRE_R and switch off the 'Hidden in interactive views' icon at the top of the Browser panel.
[IMG]https:.187.55.84/images/upload/2004/08/17/76276810.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/17/78077163.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/17/36148338.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/17/17754239.jpg[/IMG]
  
NURBS modeling: 'KNR1' with solidThinking
  
--------------------------------------------------------------------------------
  
This tutorial shows the way to create 3D CAR MODEL of YOUR OWN DESIGN quickly and efficiently. The model is not super detailed, though you can add details, interior, create round and fillet surfaces later. The most important thing is to present YOUR IDEA through creating your model.
  
This is my first model made with solidThinking. Thanks to its sophisticated interface design, I could learn basics of this software very quickly. It takes 55 hours (12 days) to finish this model. This also includes the time to learn solidThinking. I am sure that I can do more quickly next time. (^_^)/  
  
--------------------------------------------------------------------------------
  
[[Keys to SUCCESS]]
  
[Use Browser]
  
To understand Construction Tree, to pick object accurately, to create a group or a layer... When you modify (Intersect, Trim...) object, solidThinking keeps every step in Browser as objects. An original object is automatically hidden in interactive views and rendering when you modify the object. You can make them visible simply by turning off 'Hidden in interactive' button and 'Hidden in rendering' button on the Browser. This means you can go back to any step, anytime. Naming important curves and surfaces in Browser will help you to understand what they are later. Also deleting useless hidden object is important to avoid that your data become unnecessarily large.
  
[Group objects, use Layers]  
  
In Browser, you can create groups and layers easily. These features allow you to organize your objects in 2 ways. For example, use groups to sort objects according to their Materials, use layers to sort them according to parts such as a body, a cabin and details.
  
[Use Snap tools]
  
'Snap to curve' + 'Snap in 3D' help you to make boundary curves in Perspective view.
  
[Think well before you start]
  
Consider well about a construction of your model before you start. You don't really have to worry about character lines, surface sections, or details. Flexible tools of solidThinking allow you to determine them interactively through your modeling processes. Though, you have to think very well about how to model it step by step, before you start. Prepare several ways, try the simplest one first.
  
--------------------------------------------------------------------------------
  
[[modeling steps]]
  
In this tutorial I call Front view -> 'Side view' (X-Z plane), and RIGHT view -> 'Rear view' (Y-Z plane). Please don't be confused. Also, I usually call horizontal curves rails or rail curves, vertical curves sections or section curves.  
  
[IMG]https:.187.55.84/images/upload/2004/08/18/16877904.jpg[/IMG]
[01: draw centerlines]
  
Import template sketches as background images.
  
Translate and Scale them to match to grid lines.
  
Trace centerlines. Draw curves longer to get intersection with neighboring curves. ->tips#12
  
Look at your curves very carefully on every view.  
  
[02: create HOOD surface]
  
Draw section curves for HOOD surface. ->tips#1
  
Create Birail surface.  
[IMG]https:.187.55.84/images/upload/2004/08/18/78254175.jpg[/IMG]
  
[03: project fender-top line]
  
On Rear view, trace fender-top character line, then project it onto HOOD surface. This is a reference line. Modify the line and HOOD surface until you can get both of the good surface and the line (curve on surface).  
[IMG]https:.187.55.84/images/upload/2004/08/18/42940870.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/93924481.jpg[/IMG]
  
[04: create FRONT FENDER UPPER and LOWER surfaces]
  
Draw section and rail curves for FRONT FENDER UPPER and LOWER surfaces.
  
Create Birail surfaces.
[IMG]https:.187.55.84/images/upload/2004/08/18/23418118.jpg[/IMG]
  
[05: trim HOOD and FRONT FENDER surfaces]
  
Set Perspective view so that the projected line on HOOD surface looks almost straight.
  
In front and behind of the projected line, create parallel 2 straight lines that overlaps the projected line on the view.
  
Create Skin surface with these straight lines.
  
Intersect with HOOD and FRONT FENDER surfaces. This technique is useful to get nice intersection line or to create nice curve-on-surfaces.
  
Delete unnecessary parts of HOOD and FRONT FENDER surfaces.
  
Delete Skin surface.  
[IMG]https:.187.55.84/images/upload/2004/08/18/20849031.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/34397582.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/13414845.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/37979930.jpg[/IMG]
  
[06: create SIDE UPPER and LOWER surfaces]
  
Draw section and rail curves for SIDE UPPER and LOWER surfaces. Rail curves should be started on FRONT FENDER surface edges.
  
Create Birail surfaces.  
[IMG]https:.187.55.84/images/upload/2004/08/18/25935804.jpg[/IMG]
  
[07: create RAMP surfaces between HOOD and FRONT FENDER surfaces]
  
Extract edges of the fender top line (top edges of FRONT FENDER surfaces). EdgeExtract is one of strong points of solidThinking.
  
Draw section lines.
  
Create Birail surfaces.
[IMG]https:.187.55.84/images/upload/2004/08/18/86043028.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/59647214.jpg[/IMG]
  
08: create DOOR PARTING surfaces]
  
On Side view, trace door-parting line. Make sure that you make the line slightly forward of FRONT FENDER and SIDE intersection line. If you don't, modify section and rail curves of SIDE surfaces.
  
Project it onto FRONT FENDER surfaces
  
Set Perspective view so that the projected line on FRONT FENDER surface looks almost straight.
  
In front and behind of the projected line, create parallel 2 straight lines that overlaps the projected line on the view.
  
Create Skin surface with these straight lines.
  
Intersect with FRONT FENDER surfaces.
  
Delete unnecessary parts of FRONT FENDER surfaces.
  
Delete Skin surface.
  
Extract edges of the door-parting line.
  
Copy and Paste them.
  
Create Skin surfaces.
[IMG]https:.187.55.84/images/upload/2004/08/18/60055053.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/86188058.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/21559006.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/28000992.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/34084899.jpg[/IMG]
  
[10: create BUMPER RAMP surfaces]
  
On Side view, draw a curve to cut surfaces at bumper parting line.
  
Trim HOOD, FRONT FENDER and RAMP surfaces.
  
Extract edges of the bumper parting line.
  
Group the edges, Copy and Paste it, Scale it.
  
Create Skin surfaces.  
[IMG]https:.187.55.84/images/upload/2004/08/18/39086436.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/32959100.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/88176980.jpg[/IMG]
  
[11: Trim rear ends of SIDE surfaces]
  
On Side view, trace rear corner line.
  
Project it onto SIDE surfaces
  
Set Perspective view so that the projected line on SIDE surface looks almost straight.
  
In front and behind of the projected line, create parallel 2 straight lines that overlaps the projected line on the view.
  
Create Skin surface with these straight lines.
  
Intersect with SIDE surfaces.
  
Delete unnecessary parts of SIDE surfaces.
  
Delete Skin surface.  
[IMG]https:.187.55.84/images/upload/2004/08/18/54013964.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/39141197.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/43181927.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/72548870.jpg[/IMG]
  
[12: Trim SIDE UPPER surface at window-cutting line]
  
On Side view, draw window-cutting line.
  
Project it onto SIDE UPPER surface.
  
Trim SIDE UPPER surface.
  
Extract edge at the window-cutting line.
  
Copy and Paste the edge to collapse its construction tree, delete original. ->tips#4
[IMG]https:.187.55.84/images/upload/2004/08/18/43390883.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/48668277.jpg[/IMG]
  
[13: create REAR TOP surface]
  
Draw boundary curves. Front side corner of the boundary should on the end point of the window cutting line.
  
Create Coons surface.
[IMG]https:.187.55.84/images/upload/2004/08/18/49514847.jpg[/IMG]
  
[14: rebuild REAR TOP surface]
  
Intersect REAR TOP surface with SIDE UPPER surface.
  
Delete unnecessary part of SIDE UPPER surface.
  
On Top view, draw rear-cutting line. Start at the rear top corner of SIDE UPPER surface. Translate it upward slightly. Copy and Paste it, translate downward.
  
Create Skin surface with these curves.
  
Intersect the Skin surface with REAR TOP surface.
  
Delete unnecessary part of REAR TOP surface.
  
Extract side and rear edges of REAR TOP surface.
  
Create Coons surface with the extracted edges. Now your REAR TOP surface is not trimmed surface. This technique is useful to simplify your model.
  
Delete original REAR TOP surface and the Skin surface.
[IMG]https:.187.55.84/images/upload/2004/08/18/25702181.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/70134949.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/32506835.jpg[/IMG]
  
[15: create REAR RAMP surfaces]
  
Extract edges at rear end of SIDE UPPER and LOWER surfaces.
  
Copy and Paste them, Translate them forward inside.
  
Create Skin surfaces.
[IMG]https:.187.55.84/images/upload/2004/08/18/38192230.jpg[/IMG]
  
[16: create REAR surfaces]
  
Extract edges at rear end of REAR TOP surface. Or draw new curve, modify it until it overlaps the edge. Usually Extracted edges have more control points. When you use curves with many control points to create a surface, the surface also has many control points. (Ver3.5 has Simplify Surface tool.)
  
Copy and Paste it twice, Translate them downward, Scale them .
  
Draw section curves.
  
Create Coons surfaces.  
[IMG]https:.187.55.84/images/upload/2004/08/18/35339127.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/63488859.jpg[/IMG]
  
[17: create WINDOW-CUTTING surface]
  
Copy and paste window-cutting edge of SIDE UPPER surface, Translate it inside.
  
Draw section curve, modify it until it overlaps the REAR TOP section. (Ver3.5 has Break curve tool so that we can create this kind of curves much easier.)
  
Create Birail surface.
[IMG]https:.187.55.84/images/upload/2004/08/18/74970913.jpg[/IMG]
  
[18: create REAR FENDER UPPER and LOWER surfaces]
  
Draw section and rail curves. The center rail curve (B2) should be started on SIDE UPPER and LOWER intersection line (B1). The top rail curve (A2) should be finished on B1.
  
Create Birail, Coons, or Curves network surfaces.
[IMG]https:.187.55.84/images/upload/2004/08/18/57248662.jpg[/IMG]
  
[19: create REAR FENDER RAMP surface]
  
On Side view, shade your model to see SIDE UPPER and REAR FENDER UPPER intersection line. Draw projection curve. Start at the front end of B2, draw curve slightly above the intersection line, finish at the rear end of A2. Trim SIDE UPPER surface with this projection curve, open Modeling Tool to set Projection direction to Y axis.
  
Extract edge of projection curve on SIDE UPPER surface.
  
Copy and Paste it, Translate it downward inside.
  
Create Skin surface.
[IMG]https:.187.55.84/images/upload/2004/08/18/39469037.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/16229385.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/86885209.jpg[/IMG]
  
[20: create REAR FENDER PARTING surface]
  
On Side view, draw a curve to cut REAR FENDER LOWER at its front end. Start at the front end of B2.
  
Modify the curve on Rear view to make the curve inside of REAR FENDER LOWER surface.
  
Copy and Paste the curve, and Translate it outside.
  
Create Skin surface with the curves.
  
Intersect REAR FENDER LOWER with the Skin surface.
  
Delete unnecessary parts of REAR FENDER LOWER and REAR FENDER PARTING surfaces.
[IMG]https:.187.55.84/images/upload/2004/08/18/99443981.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/13876749.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/78348720.jpg[/IMG]
  
[21: create a cabin]
  
Draw boundary curves, create Coons surface (FRONT WINDOW).
  
On Side view, draw straight line, Trim FRONT WINDOW with the line.
  
Extract edge, Mirror along X axis, and Translate it. Draw rail curves.
  
Create Coons surface (ROOF).
  
Draw straight line on Side view, Copy, Paste and Translate it outside.
  
Create Skin surface with the curves.
  
Intersect ROOF with the Skin surface.
  
Extract edge, Copy, Paste, Translate and modify it.
  
Create Coons surface (REAR WINDOW). Make sure that REAR WINDOW surface has complete intersection with REAR TOP surface.
  
Draw boundary curves slightly inside of FRONT WINDOW, ROOF and REAR WINDOW surfaces.
  
Create Coons surface (SIDE GLASS).  
[IMG]https:.187.55.84/images/upload/2004/08/18/52436185.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/83520294.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/47783682.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/48411284.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/60472807.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/29056642.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/99324483.jpg[/IMG]
  
[22: check proportion]
  
Mirror surfaces along Y axis, shade model to check proportion.
  
I thought that the cabin is too square on Rear view. I should fix this later.
[IMG]https:.187.55.84/images/upload/2004/08/18/92990124.jpg[/IMG]
  
[23: create glass section]
  
On Rear view, draw front window glass cutting line.
  
Copy and Paste FRONT WINDOW surface.
  
Trim both of FRONT WINDOW surfaces. Keep exterior of one of them (FRONT PILLAR), Trim exterior of the other (FRONT GLASS).
  
Translate FRONT GLASS surface backward.
  
Extract edges on both of surfaces.
  
Create Skin surface between FRONT PILLAR and FRONT GLASS surfaces.
  
Do same actions for REAR PILLAR and GLASS surfaces.
[IMG]https:.187.55.84/images/upload/2004/08/18/29985077.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/48632298.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/43453910.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/32569718.jpg[/IMG]
  
[25: create TAILLIGHT surfaces]
  
Extract rear end edges of REAR FENDER UPPER, LOWER, and SIDE LOWER. Do not extract at the same time. ->tips#6
  
Copy, Paste and Group them. Scale the group, Translate it forward.
  
Create 3Sides surface and Skin surfaces.
[IMG]https:.187.55.84/images/upload/2004/08/18/96972022.jpg[/IMG]
  
[26: modify cabin proportion]
  
Lattice deformation allows us to modify shapes even after we add details to the shape. This is one of great features of solidThinking.
  
Combine PILLAR , ROOF and GLASS surfaces.
  
Lattice-deform the Combined object. Make its top narrower on Rear view.
  
Uncombine to PILLAR-ROOF part and GLASS part. ->tips#9
[IMG]https:.187.55.84/images/upload/2004/08/18/65423779.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/86499159.jpg[/IMG]
  
[27: create wheel houses]
  
Draw front wheel house cutting line on Side view.
  
Trim FRONT FENDER UPPER and LOWER surfaces.
  
Extract edges on FRONT FENDER LOWER surface.
  
Draw section curve to create FRONT OVER FENDER surface. Start and finish on FRONT FENDER UPPER and LOWER intersection line.
  
Copy, Paste, Translate and Scale the curve twice.
  
Create Skin surface. (FRONT OVER FENDER surface.)
  
Group edges and the section curve.
  
Copy and Paste the group, Scale it, Translate it inside.
  
Create Skin surfaces. (FRONT WHEEL HOUSE RAMP surfaces.)
  
Paste the group again, Translate it inside.
  
Create Skin surfaces. (FRONT WHEEL HOUSE surfaces.)
  
Create end cap surface using FillPath or Skin tool.
  
Do same actions for REAR WHEEL HOUSE surfaces. (Skip OVER FENDER process.)  
[IMG]https:.187.55.84/images/upload/2004/08/18/42381126.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/88046236.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/21121677.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/88819750.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/62847574.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/93584492.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/81624714.jpg[/IMG]
  
[28: create a wheel and a tire]
  
Open a New file.
  
Draw tire, rim and wheel center sections. Don't worry about relation to the body about their size or location.
  
Create Lathe surfaces around Y axis (TIRE, RIM and WHEEL CENTER surfaces).
  
Draw boundary curves. Create Coons surfaces (SPOKE surfaces).
  
Copy, Paste and Rotate them every 72 degrees around Y axis.
  
Create a Sphere. Copy, Paste and Rotate it every 72 degrees around Y axis.
  
Combine them, Intersect it with WHEEL CENTER surface.
  
Group Rim, SPOKE and WHEEL CENTER surfaces. Group it with TIRE. This kind of hierarchy should be created to help you to maintain object geometry and their materials.
[IMG]https:.187.55.84/images/upload/2004/08/18/91511352.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/90702284.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/14299737.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/62343005.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/70301941.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/67369416.jpg[/IMG]
  
[29: create an UNDER COVER surface]
  
Draw a section curve on Side view, Copy, Paste and Translate along Y axis.
  
Create Skin surface
  
Draw a boundary curve to cut Skin surface.
  
Trim the Skin surface with the curve.  
[IMG]https:.187.55.84/images/upload/2004/08/18/77280581.jpg[/IMG]
  
[30: create HEADLIGHT COVER surface]
  
Create a Skin surface with 2 straight lines to divide HEADLIGHT COVER surface from FRONT FENDER UPPER surfaces. ->tips#7
  
Intersect the Skin surface with FRONT FENDER UPPER surface.
  
Copy and Paste Intersected FRONT FENDER UPPER surface, Delete body part of one of them, delete HEADLIGHT COVER part of the other. Now you have divided surfaces.  
[IMG]https:.187.55.84/images/upload/2004/08/18/67075371.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/58018469.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/19095180.jpg[/IMG]
  
[31: create inside wall of headlight section]
  
Extract 3 edges of HEADLIGHT COVER surface. Again, do it one by one. Looped edges cause rendering trouble.
  
Group them, Copy, Paste and Scale it. Translate it backward.
  
Create Skin surfaces.
  
Draw 3 straight lines from one point to each corner of the Skin surfaces.
  
Create 3Sides surfaces like a pyramid. ->tips#11  
[IMG]https:.187.55.84/images/upload/2004/08/18/67075371.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/75960767.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/11615237.jpg[/IMG]
  
[32: create HEADLIGHTS surfaces]
  
Draw section curve of a HEADLIGHT.
  
Create Lathe surface with the curve.
  
Create a Sphere as a lens of the light.
  
Group them, Copy, Paste, Scale and Translate them to construct trio HEADLIGHTS.  
[IMG]https:.187.55.84/images/upload/2004/08/18/79286002.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/30415917.jpg[/IMG]
  
[33: create inside of taillight section]
  
Repeat 31 and 32 for taillight section.  
[IMG]https:.187.55.84/images/upload/2004/08/18/43173087.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/87842472.jpg[/IMG]
  
[34: create a simple seat]
  
Modeling simple interior is efficient way to increase reality of the exterior model. Usually seatbacks and steering wheel are enough.
  
Draw section curve of seatback and headrest, Copy and Paste them.
  
Create Skin surfaces and FillPath surfaces.
  
Combine them into SEATBACK surfaces and HEADREST surfaces.
  
Lattice-deform them to make their top narrower.  
  
[35: create interior wall]
  
Draw section curve.
  
Trim REAR TOP surface with the line.
  
Copy and Paste the line.
  
Create Skin surface.  
[IMG]https:.187.55.84/images/upload/2004/08/18/28626481.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/88976054.jpg[/IMG]
  
[36: Create REAR UNDER CUTTING surface]
  
Draw straight line on Side view.
  
Extrude along Y axis.
  
Intersect with REAR surface.
  
Delete unnecessary parts.
[IMG]https:.187.55.84/images/upload/2004/08/18/54068720.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/45139044.jpg[/IMG]
  
[37: Create MUFFLER surfaces]
  
Create Coons surface with boundary curves.
  
Draw shape of muffler on Rear view, open Modeling Tool Manager, check Curve type Closed.
  
Project it onto the Coons Surface. ->tips#12
  
Copy, Paste, Scale and Translate the curve, create 4 sections for MUFFLER surfaces. Better not to use the original curve to create surfaces, because that is the part of construction tree.
  
Create Skin surface and FillPath surface.
[IMG]https:.187.55.84/images/upload/2004/08/18/58654897.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/67089429.jpg[/IMG]
  
[38: create front air intake]
  
Draw air intake cutting line on Rear view.
  
Trim BUMPER LOWER surface with the line. ->tips#15
  
Extract edge, Copy, Paste, Scale and Translate it.
  
Create Skin surface.  
[IMG]https:.187.55.84/images/upload/2004/08/18/77463433.jpg[/IMG]
  
[39: create FRONT and REAR AIR SPOILER surface]
  
Draw section curves and pass curves.
  
Create Coons and Extrude surfaces.
[IMG]https:.187.55.84/images/upload/2004/08/18/32570269.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/42687286.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/86489062.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/94658288.jpg[/IMG]
  
[40: Create DOOR-PARTING LINE surfaces]
  
Door-parting lines are important to increase reality of your model. It also helps to understand how body section is. There are several ways to create door-parting lines.
  
Trim body surfaces with parallel 2 lines, and create rounded edge surfaces along the trimmed edges with Pipe tool.
  
Or, Trim body surfaces with parallel 2 lines, and create Skin surfaces between trimmed edges, and assign bump map to the surfaces.
  
Or, this time, I go to the easiest way. Project parallel 2 lines onto body surfaces, Copy and Paste them, Translate them slightly outside, create Skin surfaces with them, just assign flat black material to the Skin surfaces.
[IMG]https:.187.55.84/images/upload/2004/08/18/44777187.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/82278324.jpg[/IMG]
  
[41: add more details...]
  
Create MIRROR surfaces with Skin and FillPath tool.
  
Create an emblem...  
[IMG]https:.187.55.84/images/upload/2004/08/18/36927479.jpg[/IMG]
  
[42: Create right side surfaces]
  
I strongly recommend you to save your model data before doing following actions.
  
Combine surfaces by their materials. ->tips#14
  
Mirror all of Combined surfaces.
  
Flip surface normal of Mirrored objects that have glass material. ->tips#16
  
That's it! YOU DID IT!!! (and, i did it...
[IMG]https:.187.55.84/images/upload/2004/08/18/31546179.jpg[/IMG]
  
[IMG]https:.187.55.84/images/upload/2004/08/18/50782419.jpg[/IMG]
  
***************************************************
Solidthinking问答
[[solidThinking Tips]]
  
[#1: can't make a curve with tangency align at center?]
  
When you want to make a curve to have tangency align at center (X-Z plane), after you create the first point, disable X and Z coordination dragging, then create the second point. Enable coordination dragging, add points to draw a curve. When you use this curve to create surfaces, they will have tangency align at the curve section. (Ver3.5 has surface tangency align tool.)
  
[#2: how to move local axis origin?]
  
Sometimes, I want to move local axis origin to somewhere else such as an end point of a curve, or a front center corner of a surface. solidThinking doesn't allow you to modify local axis origins after once you create objects. Though still you can move the local axis origins. How?
  
Copy and Paste object that you want to move its local axis origin. Enable Snap to points. Enter Edit mode, pick all of edit points, drag one point where you want to move the local axis origin to, to the local axis origin. The point snaps to the local axis origin. Enter Object mode, drag object to original object. Now it is located original place and has its local axis origin at the point you wanted move to. Delete original object.(Ver3.5 has Local axis align tools.)
  
When you create a curve, if you want to have a local axis origin at the world axis origin, push enter after you click on a curve tool icon. If you want to have a local axis origin at the end of the curve, click on a curve tool icon, click and decide a local axis origin at the first point location, then push enter to decide the first point at exactly same location.
  
[#3: can't Intersect with a Curves network surface?]
  
Curves network surface has complex knot construction, compared to other surface type such as Skin, Coons or Birail. Duplicated knots that are created automatically causes failure in Intersecting with other surfaces. If you delete these duplicated knots manually, you can Intersect. How?
  
Pick Curves network surface. Click 'NURBS surface editing tool' and collapse construction tree ('Yes' to the question that you are asked). Open Modeling Tool (Ctrl+2), find duplicated knots that has same number in ( ), such as
  
U#009(0.5)
  
U#010(0.5)
  
You might have several sets of these duplicated knots. Do not confuse U and V directions. Pick later one (U#010), set Tolerance to 1.000, click Remove button to delete it. Now you can Intersect with other surfaces.
  
[#4: can't snap to extracted edges?]
  
You can't snap to an extracted edge that is part of a Construction tree. Simply Copy and Paste it. The new one is not part of a Construction tree. You had better not use Edit -> Collapse Construction tree, otherwise you might lose the original surface. (When the original surface is part of other Construction tree, it won't be deleted.)
  
[#5: how to create nice surfaces? 1]
  
Basically, curves in a same direction (U or V) should be drawn with same number of points. Draw with minimum number of points. Though, to create surfaces, solidThinking is fuzzy in good way, you don't really have to worry about these things. Above all, you should not change your design to create a nice surface.  
  
[#6: do not create surfaces with looped extracted edges]
  
Somehow rendering never comes back.
  
[#7: how to divide a surface?]
  
solidThinking doesn't have surface divide tool. Though this is not a big deal. Just Copy and Paste the surface, Trim (or Intersect and Delete) Exterior of one of them, Trim Interior of the other of them.
  
[#8: combine extract edges!]
  
Edge Extract is one of the great unique feature of solidThinking. Moreover you can combine extracted curves that are from several serial surfaces. This feature makes it extremely easy to create simple construction of your model. (CurveSimplify tool of Ver3.5 will be really useful, because usually extracted edges have a lot of control points.)  
  
[#9: can't uncombine?]
  
Combine is a useful tool when you want to deform (such as Taper, Bend and Lattice) several surfaces together. Though combined surfaces must have a same material. In such kind of cases, you might want to uncombine surfaces once you combined. It is possible. Just Copy and Paste combined object, Make original one invisible, press Alt-key down, pick one material surfaces and delete them. Make duplicated object invisible, paste combined object again, press Alt-key down, pick the other material surfaces and delete them. (This is an example when you have 2 kind of materials. If you have 3, do same things one more time.) Make the first duplicated object visible, now you have uncombined surfaces. (Ver3.5 has Uncombine tool.)
  
[#10: Lattice is the force field!]
  
When you move the Lattice-deformed object, what happens? The object changes its shape because the Lattice stays original place. When the object goes outside of the Lattice completely, it backs to original shape. Lattice is like a force field. (This is fun!  So, when you don't want to have this interesting behavior, again, just copy and paste the Lattice-deformed object. The new one doesn't have its construction history any more.
  
[#11: how to create nice surfaces? 2]
  
When the surface you created is not enough good. You should try another order of picking curves. Basic rule is picking clockwise or counterclockwise. For 3Sides surfaces, mesh will be created along the second curve.
  
[#12: simple is the best]
  
Try to draw curves with the smallest number of points. Less number of control points always brings better result of creating surfaces. (Again, I don't mean that you have to change your idea to get a fewer control points line.) Usually a curve-on-surface or an extracted edge has a lot of control points. CurveSimplifyTool of ver3.5 will help you to get better result of creating surfaces. Even after once you create a surface with lines that have a lot of control points, you can use SurfaceSimplifyTool of ver3.5.
  
[#13: can't Translate specific curve or surface?]
  
When you make a surface with curves, the surface and the curves overlap each other. Sometimes, you might make several copies of an object at the same location. In such cases, it is hard to pick specific one. Use Browser to pick specific object, input xyz coordinates of 'To' location in Modeling Tool Manager. Or, on Browser, you can make object that you don't want to pick invisible. In case of a curve and a surface overlap each other, solidThinking seems to pick the curve when you click on the edge, and pick the surface when you click on the other part.
  
[#14: can't Mirror surfaces by World axis origin?]
  
Some objects like spheres and other primitives might have local axis origin at their center. Surfaces usually have its local axis origin at origin of first-entry curve of construction tree. Do not pick them first of surfaces to be Mirrored or Combined. Create a dummy object at World axis origin, and pick it first. Later, Copy and Paste Combined object, delete original one. Delete the dummy object. If you don't Copy and Paste Combined object, when you delete the dummy object, Mirroring axis moves to the local axis of the target object. Though, Ver3.5 has LocalAxisAlignTools, you don't have to worry about this...
  
[#15: can't Trim very well?]
  
Sometimes, Trimmed edge isn't enough beautiful. In such cases, create Extrude or Skin surface with the Trim curve, and Intersect with the target surface. Usually you can get better results in this way.
  
[#16: weird rendering results of glass material?]
  
You might have strange looks about your Mirrored glass material objects. Surface normal direction is the cause of the problem. Open Modeling toolbar, and click 'Inverse U dir'. You can have a nice tutorial about this problem on https://www.flexicad.com/forum/sThinking/17.html
  
全部發完了
這個教程不一定只用在Solidthinking上,只要是NURBS建模的都可以借鑒一下
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2
发表于 2004-8-19 21:10:05 | 只看该作者
喵大  / / 6 1 這玩意  會變成白飯耶  圖片出不來
3
发表于 2004-8-20 17:24:41 | 只看该作者
辛苦了不过
你这是杀小猫啊
这么多图片
就是有显示我们没有宽带的同仁也看不到啊
  
真希望rhino4 的历史记录改的有st的模型关系树
的样子就好了
要是和alias的历史记录一个得性的话
就有些让人失望啊
就象刚出来的 巴西 插件一样
失望啊
听说flamingo 2.0 还不支持hdir
而且渲染速度没有考虑提高
就不明白他的'兄弟'accurender都可以
为何就flamingo 不行呢
无奈之下所以就只有转c4d渲染了
4
发表于 2007-7-9 17:20:42 | 只看该作者
看不到图啊
5
发表于 2007-7-9 21:27:49 | 只看该作者
jessesn 兄:
不用失望,RHINO的历史记录在设计过程的实用性我个人认为不太实用,在不是可变参数的前提,就算是将过程做成"树"状,也是改变不了修改上的麻烦,何况好果改成"树",对软件编写可能要投入更多的人力,RHINO公司的人手是相当"精兵化"的,估计在下一个版RHINO5.0都不知可否实现?!
   呵!!!吹了一轮水,其实flamingo 的速度的瓶颈可能在于算法上,所以......我觉得要求高的话可以考虑VRay for Rhino 的啊
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