Design History tips with Union, Shell, Fillet, part 1

Tutorial series: Introducing Shapr3D basics

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What you'll learn

Learn tips for leveraging Design History while working with Union, Shell, and Fillet tools to get the right fender shape for your motorcycle design.

Transcript

00:00

We started working on this model in part one, and in part two, we will continue and learn how to work with bodies in Shapr3D. So we're going to create another new sketch here, but I want to create a custom plane to put it on. So I'm going to use the Add tool and make a construction plane. Use the flyout to get a different type, and I'll get through three points.

00:30

I'll select on this corner. Even though this corner doesn't highlight, when you pick, it goes straight to that corner.

00:43

And there's our new plane. Click Done. New sketch on this new plane. We're squared up to it.

00:55

Create an arc that goes across and up to here. And then some new lines to enclose that. I really only need to go so far with this. And I'll show you why here in a moment. Now I wanna get the center of the arc lined up on the center plane. Notice that the sketch is stuck in the middle of the part and we want it all on one side so we can cut through in one action.

01:27

So I'm going to select the sketch, make sure I exit the sketch, and then I can move this sketch up out of the part.

01:41

then I'll select inside again and I can make this cut. Now notice that it cuts both parts. That's not what we want, but we'll accept that and go to the history tree in the extrusion.

02:01

expand the extrusion and the target, deselect the second feature and we can do that here in the graphics window and then done. And now the first feature is the only one that's cut and we've got this nice curve. Now we also want to angle this curve back somewhat. So let's create a reference axis. So we'll say construction axis and then the type will be

02:29

through two points. These two points will be here and here. Click done. And now we want to use transform, rotate around axis, and select items to rotate this face next, and then rotate around axis, this axis, and drag the arrow so we can watch this visually angle back.

03:00

Let's put it about 80 degrees and done. Okay. So now we can turn off this first sketch. We don't need that again, but let's take a look at this. Open another sketch on this plane.

03:17

and do the same sort of sketch.

03:24

make the arc radius much smaller and draw in some lines that are big enough to include the second revolve feature. These don't have to be nice and neat.

03:43

Again, this sketch is not where we want it to be, so let's exit the sketch.

03:53

and move it above the part.

03:58

And then we can select inside the shaded area and make the cut that goes all the way through. This concludes part two. In part three we will finish this model.

 

Try it yourself

Intro-Shapr3D-motorcycle.png
Motorcycle
Download
Intro-Shapr3D-Motorcycle-cover.png
Motorcycle cover
Download
Intro-Shapr3D-piston.png
Piston
Download
Intro-Shapr3D-piston-rod.png
Piston rod
Download
Intro-Shapr3D-rod-clamp.png
Rod clamp
Download
Intro-Shapr3D-Model-4-motorcycle-wheel.png
4 motorcycle wheel
Download
Intro-Shapr3D-frame.png
Frame
Download
Intro-Shapr3D-Model-block-casting.png
Block casting
Download

 

About the instructor

Instructor-Matt-Lombard.png

Matt Lombard is an independent product development professional, working in the field for 30 years. He has done a variety of work from plastics design and surfacing work to writing instructional and reference materials and writing about the engineering technology industry. Matt has also served as CAD Admin, PDM implementor, and engineering process consultant.




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