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大家好,今天介绍如何在 spaceclaim 中创建几何模型。首先点击菜单栏文件 spaceclaim 选项,在单位选项选择长度,单位为毫米,选择平面正视图,点击草图, 比如绘制一个矩形,标注尺寸,比如长度两百毫米,回车完成,再设置右边与轴对称的距离是一百毫米,宽度也设成一百毫米, 设置底边与轴对称的距离是 50 毫米。下一步在两边画两个圆,点击剪裁工具,把多余线条给他裁剪掉, 再换两个小圆放在两端,标注尺寸为直径五十毫米,点击结束草图绘制。然后通过拉伸命令拉伸成实体,按住空 格可以修改拉伸长度,比如拉伸五十毫米。我们还可以返回草图模式继续绘制草图,比如在顶面再绘制一个矩形,设置长度宽度都是五十毫米,再设置成轴对称,结束草图绘制。点击拉伸, 向上拉伸是形成一个托台,向下拉伸是切除。使用 spaceclaim 创建己和模型的简单操作就讲解到这里,感谢观看!

大家好,我们今天学习 space claim 中如何做几何修复。 space claim 包含强大的几何修复功能,首先打开一个几何模型菜单栏,点击修复拼接快框,选出一个区域,点击绿色打勾,就完成了这个拼接的修复。 再点击修复间距,点击绿色打勾自动修复完成。再点击修复缺失的面,点击绿色打勾自动修复完成全部点击之后可以再返回检查一下, 可以看到这里没有提示了,就表示所有问题已经全部修复完成。好了,本次分享到此结束,感谢观看。

上节课我们讲到了添加、剪切以及不合并三个命令操作,这节课我们将详细讲解其他主要的功能。 在无任何命令操作情况下,点击一个面,向上拉伸是增加材料,向下是减少材料,当向下减少的幅度超过本身厚度的时候,这个材料就会消失,会完全被剪切了, 恢复到原始状态。如果选择一条线向内拖动,会形成一个到圆角,修改数值可以设置圆角的半径大小,也就是除了拉动面,还可以拉动线。 再返回上一步,来看一下这个旋转命令如何操作。点击旋转,先选定一条线作为旋转轴,再选择一个面 作为旋转对象,沿着这条轴进行旋转,可以按住鼠标左键拉动旋转,也可以输入具体角度,比如输入三十就可以看到选中面沿旋转轴自上而下旋转了三十度。 如果没有精确的角度要求,那么就可以通过鼠标拖动进行旋转,再恢复到初始状态。下面来讲一下脱模,脱模其实和旋转是有相通之处的, 旋转是以线为旋转轴,而脱模是以面作为旋转轴。点击脱模,选择一个面,按住鼠标左键进行拖动, 可以看到这是基于面进行的旋转操作,某种程度上脱模和旋转都可以达到同一种效果。按 esc 再回到初始状态, 这个是扫掠命令,意思就是选择一个面沿着一条线的轨迹进行扫掠。比如我们先选择一个面,再选择一条线作为轨迹, 然后按住鼠标沿着这个轨迹进行拉动。可以看到选中的面随着轨迹的扫掠变成了一个拉伸的几何体,这是直线轨迹,所以对应生成直向拉伸。如果选择一个更复杂的轨迹,比如一条曲线,又会是什么样的效果呢? 比如我们选中这条曲线,按住鼠标拖动,会看到这个面沿着曲线的轨迹逐渐生成一个不规则几何体, 拉伸的弧度和选中轨迹的弧度是完全一致的,轨迹弧度多大,拉身体弯曲的弧度就是多大。 在按 esc 返回初始状态,下面讲解缩放命令,顾名思义,缩放就是操作几合体进行缩小放大。首先点击这个命令,再选择一个基点,最后选择你想要放大的面或几合体。 如果想放大整个几何体,就用鼠标左键在该几何体的任意面上单击三下,再进行拖动,就可以看到整个几何体在缩放变化。 同样的,要是有具体的缩放大小要求,可以输入缩放值,比如输入二十,就可以看到整个几合体放大了二十倍。 在按 esc 返回到初始状态。最后一个命令讲解是直到直到的效果,就是将选中对象指定移动到终点对象,并且只能进行 此方向的移动。比如想拉伸长方体底面正好到下面正方体的顶部,那就先选择直到,再选择长方体底面,再选择正方体顶面, 可以看到长方体底面就正好拉伸到正方体表面了。好了,以上就是 space claim 软件拉伸操作的全部讲解内容,感谢大家的观看。

in this section we'll be looking at extracting volumes from a body or from an assembly to start with we'll open up one underscore oil pan now you notice this model it starts up as a solid and that's what we need to extract a volume we have to be extracting volumes from a solid as notice before i extract any volume i'll rotate the model take a look at it and see where the inlets and outlets are most likely going to be it appears we have three inlets on this face it appears that our outlet is on the bottom, so the volume will come out to the bottom of this part now to extract the volume we'll be using our repair tools under the prepared tab so we have repaired a fixed geometry and prepare to fix to get it ready for analysis and we'll be using our volume extract tool now the methodology for extracting volumes is to first select the faces or the edges, which enclose a region so in this case we're mostly dealing with faces that are there so i'm going to select on our face here control select on the side face and control select on any faces which will cap our entries and outlets so i selected on five faces, face and face and face our face on this side and our front face here i want to totally enclose and bound the inside region now you'll notice i can't click the check mark the next thing i need to do is to choose which region is the inside of the model so i'll move down to our last tool guide select the siege face 有 and choose what's the inside of the model i could choose any of these inside faces to use as the inside seed and lastly i'm going to preview the faces preview the faces let's just make sure that we have only the inside selected as long as all of our red areas on the inside of the model that's great and if we chose those same five faces all the red should be on the inside and when i hit the check mark, it's going to create a new solid and our structure tree that says volume and it's going to temporarily ghost out our solid components we can see the volume better as soon as you click in white space, the highlighting and the policity will go back to normal now this solid that is created is a solid, so you can go back and pull and move and change the solid geometry and make edits to it the last thing i want to show you with this is let's say we change this solid let's say i pick these two faces on the grape solid pull it out point five inches now what we have here is a modified solid notice the volume no longer meets up and matches with the original solid if we want to bring this back, we can right click and update the volume as it was created what this does it uses those same faces on the model and updates the model again updates the volume inside of it so notice it clipped this face again because it was using this face, this face and this face to remake this solid inside of it now this was a simple example of a single volume inside of a single solid let's take a look at an assembly, so i'm gonna go to the open dialog box and open up our arc jet here we have a lot more components going to the model and we want to extract this volume running through the body now in this case, it seems like there's a lot more openings, a lot more inlets and outlets might possibly be there so what i'll typically do is instead of just rotate in the model and see what it looks like i'll go into a cross section now anytime you hover over a conical or cylindrical face you'll get an axis running through it so just hovering over the yellow face here will show an axis in the model i'm going to go into a cross section through our part now remember when you're in a cross section under the display tab we have options to control how the cross section looks so all the way on the right side of the display tab you can choose to clip the scene in front of the grid so you can show the front of the grid or turn that off and you can choose to fade scene under the grid i like to turn off fade scene under grid because i like the darker highlights and displays so when it's a cross section we can see a little bit more of how this volume is working you'll notice we have cooling lines that are going to this outer channel and we have our main volume running through the main piece notice it stops here it doesn't go in any further but it comes out and comes out through these blue channels on either side go that to the top out to the bottom so i'm going to go back into three d mode and i'm going to start to extract this volume the same way we did so before choose volume extract and choose the faces i want to use now you notice the other tool guide next to it lets you pick edges picking this edge a clicking white space and clicking this face will give us the same results a lot of times i'll use the edge option if i wanted to choose for example an edge down here and use that to cap where it doesn't have a nice face to use like this angle face isn't gonna be the best face to choose but if we have plainer faces we'll use the face tool guide so i'll choose our one face on this side and i'll choose the two blue outlets that are there and one unique thing about the volume extract tool is you do not need to hold the control key as you select these faces so the first step is i've have all of the inlets and outlets chosen all the faces step two select the inside of the volume select the seed face and step three is going to be preview the inside faces i recommend you always preview before you extract the volume because when i preview it lets us know if we have the volume properly created and what we're looking for is red only inside not outside of the model so this is the opposite of what we're looking for what this means if we see a part all red it means we missed one of the inlets or outlets and so this preview has a slider bar it lets us slide back the creation portion of it so we can see where the volume is starting to leak out to the outside of the model so i can start to go back and see that there's some problem on these red faces here and so if we zoom in and take a look at them it'll help to show us it might have been a grease plug or something that we missed on the model notice the volume gets created gets bigger and finally comes out through that hole so i can turn off the preview and i'll go back and add this capping face in now before i actually make the volume i'll always do another preview only when my preview gets back just the inside faces is red is when i'll create it so now that all the inside is red it looks good i'll click the check mark and create that volume excellence so now we have the volume created and if we go back to the bottom of the structure tree we'll see we have just a solid created all the flow that's inside the model if i right click and hide others we have just this volume here so hope you've seen how to create a volume inside of a part, whether it's an assembly or a single solid, thank you for watching。

大家好,今天介绍 space claim 如何组装零件,现在打开的是有三个零件的一个组装体,首先我们点击组件菜单,然后选择想要移动零件的一个面,在选择装配零件中,需要和刚才选重面贴合的面点击对齐, 此时这两个面就移动到同一平面了,然后再分别选中这两个零件的顶面,再点击对齐,这样两个零件的顶面就保持在同一水平线上。最后再选择剩余的一个侧面,点击对齐。 好了,这样三个面分别对齐后,两个零件就组装好了。另外一个零件也是同样的操作,选择需要移动零件的一个面,在选择装配零件中,需要和刚才 选中面贴合的面点击对齐,然后再分别选中这两个零件的顶面,点击对齐,最后再选择剩余的一个侧面,点击对齐。好了,这个零件也组装好了。本次分享到此结束,感谢观看!

大家好,今天我们来讲解一下 work bench 平台下的 space claim 软件操作。 space claim 是一款集成在 work bench 平台下,同时也可以单独使用的三维建模软件。 除了三维建模,也可以导入外部模型,导入模型之后就可以进行相应的编辑操作。今天我们的主题是拉动操作,拉动位于设计的板面之下, 我们首先点击拉动按钮,在拉动的左侧可以看到有三个常用的功能,添加、剪切以及不合并。 我们将使用这两个模型来进行详细的讲解。首先我们以下面这个模型为例,则一个面向上拖动和下 向下拖动可以看到不同的效果,向上拖动是材料的增加,向下拖动是材料的减少,再撤回到原来的状态。点击左侧的添加命令, 看看跟刚才有什么区别。可以看到我们只能往上进行操作,向下就被限制住了,所以这是材料增加命令的演示效果,只能增加不能减少。第二个操作,剪切,点击左侧剪切,点击这个小面向上拉伸, 拉伸之后松开按钮,这时已经进行了相应的剪切操作。翻转一下几合体,会发现他把上面的几合体进行了剪切,也就是说下面的面所拉伸的几合体作为主体是一个工具,上面被拉 身几何体接触到的几何体是一个被剪切的对象,会被相应的剪切掉。好,我们再返回到初始状态。 那不合并这个命令怎么用呢?对于这个小的几合体,如果不做任何操作只是拉伸,可以看到拉伸是直接贯穿上面的几合体的。 按两次 esc 恢复到没有选择拉伸命令前的状态,在组合几合体上,鼠标左键单击三下,快速选中这个组合。可以看到这两个体默认情况下是合并的, 也就是说在不做任何操作情况下,拉伸贯穿的两个体是合并的。再返回到初始状态,点击不合并这个按钮,再去同样操作拉伸。 按两次 esc, 单击三下,就可以看到此时这两个体是分别独立的。 以上就是拉动命令下三种操作方式的不同效果,好了,这节课程大致就讲解到这里,感谢大家的观看。

我们来看一下 speaking 里面的这个创建新的仕途啊,新的定向仕途怎么样定义相应的这个创建,那比如说我们现在是有这样子的这个鞋面啊,鞋面我想 正式以这个前面咱们就给他创建,那正常来说,我们可以通过这个地方啊,去查看你对应的顶式图啊,或者是我们的底部试图啊,这都是可以进行相应的这个查看。然后如果你要 看某一个指定的仕途呢,我们可以通过这个这个捕捉仕途啊,捕捉仕途,然后点一下他,那么可以看到这个地方就可以捕捉了,但是这个仕途呢?是倾斜的 啊,是倾斜的,那如果你觉得这个试图合适,那对了,我们也可以点这个试图啊,当然你这个可以按住他往这边这一下的拖拽放,把它放到我们的这个右侧 这里面来啊,比如说你觉得这个仕途 ok, 那你可以创建,创建的时候命名,比如说我们的这个啊 a 吧啊 a, 然后确定, 那我要切换成其他试图的时候呢,那对应的我们就可以再点一下这个 a, 那从而他就回回到我们对应的指定的试图,那当然你也可以这个地方你也可以给他创建一个快捷方式啊,快捷方式去去进行的这么一个查看, 这是其中一种,那除了这个种之外呢,我们还可以点这个草会的草会模式,然后选他这个平面,选择平面,然后点这个 点这个啊,这个是我们的这个平面仕途啊,觉得这个仕途不错,那对应的我们可以创建一个新的一个仕途,然后对应的给他 他来一个啊 d 吧,啊 d 那 d 的话,就是当前的这么个试图,那当然你这时候再点的 a 的话,他就转向 a 了啊,当然转到 a 的时候呢,我们这时候再点一下这个试图,那我就可以把这个 a, 这个啊,他进行相应的替换。 这时候我在调整到 d 的时候啊,大家本身他是这个视角,那选择在 a 的时候呢,他又会进相应的这个匹配啊,匹配到我们刚才啊调整的这么一个状态,就说你可以通过这样子 给他做一个替换啊,带你从命名啦、创建啦,这些都可以给他之前的调整应用试图,应用试图就双击嘛,那这是这么一个调整,那后期我如果想在这个试图里面去展现他的这个视角的时候,怎么工程图啊?怎么样去体现他?那我们可以创建一个 图纸,图纸的时候呢?那当然这是默认的啊,默认的,那你可以把他进一箱的删除啊,把他进一箱的这个删除。抵赖啊,把他抵赖,把他删掉, 你想自己去创建的话,对了,我们可以点这个常规,试图点一下他,点他之后呢,我们这个地方啊,这个属性,这里会有相应的这个设置。比如说我们现在是常规啊,我们可以选择地方向 啊,地方下,那么可以看他自动帮你转过来了。那当然你可以选择刚才说的这个 a 的这个试图,但这两个试图基本上是差不多的啊,只是他的一个范围,各方面会不太合适,不太有点差别啊,有点差别,那这个图这个图纸呢? 这样他也是三维的啊,你按住他进箱的这个旋转的时候,他也是三维的,那我们要怎么样回到这样的这个平面视角呢?我们可以点一下这个平面视图,就可以回到我们的平面视图了。 啊,那我就是我们今年讲的这么一个,创建一个新的啊,个自己制定意义的一个定向,定向是图这么一个支点啊,如果大家有问题的话也可以提出来,我们一起啊交流探讨啊,共同进步。

select is one of the most important sections in space claim this is because all of our other tools start with selecting you need to select something to pull select something to move select something to fill so having a good basis of selecting different ways and different techniques would be crucial when working with space glen before we get started as a reminder to rotate the model hold the middle mouse button down to zoom hold control in the middle mouse button and to pan hold shift in the middle mouse button remember if you want to change the way you spin pan zoom this can be done in the options panel under navigation now the basics of select are pretty simple click on something on screen to select it the important thing will be knowing whether you've selected a face versus, an edge versus, a point or a vertex now if you start to select different things and you want to know what's selected you can always look in the bottom middle of the screen to see what's highlighted here and if you hold the control key down you can select on multiple things you can even select on edges faces and vertexes at the same time you'll notice every time you have something selected you can go to this middle of the screen to see what's in your selection in this case i have three faces, two edges and two vertices the same way i add to my selection by holding the control key down i can use this to remove things for my selection by control unselecting things i now have one face, one edge and two vertices the fastest way to remove things from your selection are two different ways you can click in white space anywhere here and it instantly remove things from your selection the second method if i have things selected as i do here is pressing the escape key on your keyboard pressing escape will also remove things from your selection now anne's were moving through the model and selecting things sometimes you want to select unhidden things on a model this can be done by using the mouse wheel on your three button mouse the same way you scroll up and down a web page is the same way you can scroll through the model in space claim it selects straight back through the model to give you all the faces and edges which might be there under your cursor this can be done again scroll your mouse will in or out select what's behind your cursor once you have your cursor there click to select that thing as a reminder if he did go to file space claim options navigation you can set your middle mouse wheel to not query like we've been doing but so that zooms in and out if you do this selection in this option remember to hold ctrl to do a query select also while we're here let's take a look at some of these holes i want to reinforce the difference between faces edges and in this case holes also have axes you'll notice as i hover over these holes axes appear as i hover over the fourth one you'll notice the first axes disappears we provide these temporary axes on the screen to help you select and locate and navigate the centers of holes only three will appear at a time and as soon as you clear your selection by clicking in white space they all go away this will be important though because selecting a face will give you different results in pull and move then select in an edge and selecting an axis we can experiment with what happens when you select on an edge and axis or face with full and move later on lastly while we're here let's look at quick ways to zoom in and out to get our selection if you have a face selected there's a very fast way to zoom in on it by going to zoom zoom extense this will zoom into whatever selected if you have two things selected like these two holes by control selecting them you can zoom extends to zoom into them you'll notice the shortcut for zoom extends is z if i have nothing selected when i hit z it zooms into the complete object this is a very fast way to zoom in and zoom out on different things on the screen now let's get back to selecting a common way in space claim to select multiple things is by double clicking this is similar to the convention and word we would select to put your cursor and double click to expand your cursor to select a single word in space climb double click will give you tangent faces you notice it selects the face here the round and the face on the other side if you double click around it has all of these tangent faces there but you'll notice double clicking around gives you the round chain the reason for this is because that's probably what you'd like to modify either changing the round size to make it larger or smaller possibly removing it or toggling it to a chamfer we've tried to change the selection to make it easier to work with also notice when double clicking faces that are here you can double click edges double click in an edge will grab you that tangent edge chain however, what if you wanted a different edge loop like the loop around this face simply double clicking a second time will toggle to a second edge loop double clicking a third time will toggle to the third edge loop so double clicking will toggle through the different possible edge loops that are there in the case of this face if there are only two edge loops it will only toggle between the two available this is a fast way for grabbing edges around a model one of the most common ways to select things in space claim is via a box select it's very useful to selecting a lot of geometry holding down with your left mouse button will let you draw a box on screen to select everything that encompasses it the key with box selecting is to pause to see what's in your selection right now i have the axe if i make bigger i have all the letters and a few of these holes as soon as i let go of my mouse i can see what's being selected now the key with box selecting is that there's a difference between box selecting from left to right versus right to left if i go left to right only things that are entirely in my box gets selected and we operate under smart selection hierarchy where if i start my box and there's only edges in my box only edges get selected as soon as faces enter my box faces begin to be selected if you like to control this you can look at our selection filter on the bottom right hand corner of the screen to get exactly what you need most of the time you'll want a box like from left to right as i'm doing here and paul is to see what's in your selection the other method is to box like from right to left box selecting from right to left will select anything that crosses your box notice i get a lot more geometry really quick when i'm box selecting from right to left box selecting from right to left is commonly used when changing the color of objects selecting any piece of a model to hide or to show or from moving things into a different layer for precise selection it's much more common to box select from left to right and remember if you pause for a second, you'll be able to see exactly what's in your box to make sure that's what you'd like to grab i'm going to hit z one more time to zoom to the extents the last thing we'll look at is how to quickly select a solid now you'll notice it says here we can click an object double click to grab an inch loop or triple click to select a solid remember the status messengers are helpful to let you know what a particular tool does or what the tool is asking you to do triple clicking to select a solid simply involves you to click click click if i hover over the face and i click click click you'll notice instead of having faces selected i have one single body selected it's the same as a double click except we have one more at the end so click click click select the body now some people don't like selecting by triple clicking and that's fine we have a lot of other techniques for selecting bodies first off box selecting the entire model we'll select that body because all of the faces the same time are selected so it automatically up selects to the body if you're not in a situation where box selecting makes sense also selecting from the structure tree is a valid way for grabbing that body whether i triple click select the body in the structure tree or box select all of them give me that body selected so i hope you've seen different ways to select on objects and remember it's going to be critical to know whether you have curves edges, faces, surfaces or vertexes selected, so please check the bottom middle to your screen so you can see what's actually in your selection before you make a pull move fill or combine operation thank you for watching。

in this session, we will see how to build a model of a bite crank? what is a bite crank? it's one of the components of a bicycle one end of the bike rank is connected to this bracket while the other end is connected to the pedal when the bicycle rider presses their foot on the pedals, the bike crank revolves and causes rotation of this bracket wheel, which drives the chain this in turn drives the rear wheel, so how can we build this bike crank model? let's analyze the shape first and plan how to build the model first, we'll take a look at the technical drawing looking at the views we can consider the bike rank as a rectangular shaped rod with both ends having a circular shape, so we can first sketch the base using dimensions from the top view and then pull it to create the base model of the crank once, we have the base model we can create the holes at both ends notice that the square shaped hole on the left side and the circular hole on the right side cut through the entire thickness of the crank so to reduce time and the number of operations you can first create this square and circle sketch and pull both the faces to create the holes afterwards you can sketch the circle around the square shaped hole and pull it downwards to create a cut finally we need to create the slot at the center and add chamfers to the edges of the crank looks like we have our plan first, we'll create the base and the holes and finally the slots and chamfered so let's get started open a new space claim session set the plan view by pressing the letter v on your keyboard and sketch the base shape on the xy plane, we'll first sketch the circular ends of the crank select the circle sketch tool click the world origin to define the center of the circle, then move the cursor away from the center and type in thirty as the diameter and press cancer the first circle representing one end of the bike rank is created next we need to create one more circle at the other end the drawing shows that this circle is located at one hundred seventy millimeters from the circle sketch that we just created with the circle sketch tool still active place the cursor at the origin, but don't click hit the shift key to activate the reference dimensions move the cursor slightly towards the right without exiting the first circle and specify the horizontal reference dimension as negative one hundred seventy millimeter and press enter make sure that the other reference dimension remains at zero the center of the circle is now defined at a distance of one hundred seventy millimeters from the origin move the cursor away from the center and type in twenty five millimeters as the diameter and press enter the circle representing the other end of the bike crank is created we now need to connect the two circles from the drawing it can be seen that the base shape is symmetric about the horizontal axis so instead of creating the same sketch lines on both sides we can take advantage of the mirror functionality within sketching select the construction line tool and create a construction line of any length along the horizontal red axes press s to activate the select tool then right click on the construction line and select set as mirror line this will make the construction line, a mirror line and automatically create mirrored entities of any sketch that will be created above or below the construction line let's go back to the drawing if we look closely at the top few, we can see that there is an inclined line making an angle of one degree with the horizontal axis the ends of this line are connected to arcs and these arcs are connected to the circles that we've sketched the arc dimensions are not provided however, it can be understood that these two arcs are congenitally connected to the inclined line and the circle so, if we can get the dimensions of the incline line, we can create the tangentially connected arcs easily using the tangent arc tool, we can also see that one end of the inclined line is located twenty millimeters to the left and ten millimeters up from center of the smaller circle also the length of this line is one hundred thirty millimeters so let's create it select the line sketch tool over the cursor at the center of the twenty five millimeter circle and press the shift key move the cursor left and specify a horizontal dimension twenty millimeters and a vertical dimension of ten millimeter then presenter the start point of the line is now defined now let's create a line with the one degree incline and a length of one hundred thirty millimeters notice that its mirror entity will also get created now click the tangent arc tool in the toolbar select any end point of the line to start creating a tangent curve next move the cursor over the nearby circle until you see a tangent constraint appearing this is indicated by two small parallel lines near the cursor click on this location to complete the arc create another tangent curve at the other end notice that the tangent curve also gets created on the lower side of the horizontal axis we now have our outer sketch ready, but we need to remove the intersections of the two circles in order to create a single closed select the trim, away tool and click the inner circle sections to delete them the sketch is now ready to be converted to a solid model return to three d mode by pressing d on the keyboard and then press h to go to the home v click the surface notice that a mirror plan has been created select this plane and press the delete key to delete it now start the pull tool and select the surface profile, click and drag up and specify a thickness of ten millimeters we've now finished building the base of the model let's create the two holes which are passed through the crank select the top face of the base and go to the plan view by pressing v on the keyboard go to sketch mode and select the circle tool over the cursor over the circle on the right side of the crank and locate the center point place a twelve millimeter diameter circle here next we need to create this square shaped hole notice that if we use the rectangle tool the rectangle will be aligned along the x and y axis however, the drawing shows that the edge is at forty five degrees to the center axis one way we can do this is to use the line tool create four lines at forty five degrees a better way is to use the rectangle tool and create the square shape then switch to three d mode create the hole and rotate the hole by forty five degrees so let's do that activate define rectangle from center and place the rectangle on the world origin create the rectangle that's twelve millimeters by twelve millimeters and press enter return to three d mode and press h for the home fee the pull option is already activated hold ctrl and select both the square face and the circular face at the opposite end of the crank, then click and drag to cut holes through the entire thickness of the crank the next step is to rotate the square shape hole select the top face and go to the plan view start the move tool then click and drag a box around the square at the bottom right of the window you should see that four faces are selected select the blue drag handle press the spacebar and enter forty five this completes the rotation of the square hole next we need to create a circular hole around the square shape hole select the top face again and go to sketch mode start the circle tool and place a twenty millimeter circle at the world org return to three d mode and press h on the keyboard to go back to the plan view the pull tool should already be active select the face around the square the front view of the drawing indicates that this hole has a depth of three millimeters so press the spacebar and enter negative three then press center click select in the toolbar to exit the pull tool notice that a square phase is also created select this and delete it using the glee key on your keyboard。 the next step is to create the slots at the center a more efficient way to do this is to create a hole and then pull its center axis to create the full length slot see how we can do this select the top face again and switch to sketch mode go to the plan view then click the circle tool and place an eight millimeter circle eighty five millimeters to the right of the origin this is half the distance between the two holes start the pull tool and select this circular profile hold the circular face downward negative two millimeters with the pull tool still active zoom in and move the mouse cursor over the cylindrical face of the hole select the center axes and enable the option to pull both sides from the options panel in the front view of the drawing, we can see that the slot should be one hundred twenty millimeters long press the space bar and answer a value of one hundred twenty then bresenter repeat these steps on the other side of the crank to create a similar slot the last step is to create the chamfer double click any outer edge to select the entire edge loop once selected select the champ for option from the panel on the left side of the window and press the space bar specify a value of one point, five millimeters and press center repeat this process for the opposite side of the crank arm and the circular edges located on the top face we now have the final model of the bike crank we can improve the look of the bike crank by modifying the color and the rendering options select the body and change the color from the display tab in the color panel then select the graphics button and choose enhance shaded the crank arm is going to be made of metal so we can try to give it a shiny appearance select the body again from the structure tree and expand the rendering style menu select metallic then go back to the menu and set the finish to high gloss finally we can shut off the display of solid and tangent edges select the edges menu and clear the selection next to tangent and solid we've now finished designing the bike crank。

in this section, we're going to take a look at imprinting and splitting faces i'm going to open up by a part called imprint and split face and open it into space clamp splitting faces is really helpful so you can apply different meshes boundary regions or supports on just a portion of a face instead of the entire face that's there in this section we're going to be looking at three main tools for doing this under the intersex group we'll be looking at the split face tool which lets you select a face and split it we'll be looking on our sketch tool which is face curve this lets you free forms sketch on a face and the third tool under the prepared tool is going to be our imprint tool this takes two solids as long as the faces are coincident it imprints the edges of one face onto the other face let's start by looking at the least precise technique and that's going to be our face curve tool when i click on this under sketch notice it lets me start selecting on the model and start sketching as soon as i click on a face it adds a point or a node to that and i'm essentially sketching a spline on a face now you can switch between faces that are there and when you click the starting point it makes this complete spline now you can drag on these points and reposition them on your model but notice if you go too far if it gets too crazy it might not actually be able to make this spline and then it's going to show you that it doesn't exist anymore so if you want that to be a little bit crazy you'll have to have more spine points that are driving it whenever you're ready you're finished or you'd like it you can click the check mark on your screen or you could hit the enter key on your keyboard that splits these three faces on the model so now you could apply this for maybe a drop test you might want to split this region up you just might want a higher mesh configuration con duration on this area or maybe we're applying heat to only a certain portion of the model notice this technique is probably the least precise of the techniques and methods i'm going to show you but it lets really quickly split a face the next tool we're going to be looking at is going to be the split face tool under the intersect group now with the split face tool you're going to have a lot of tool guides that are there and let's look at these tool guides one at a time the first tool guy that you'll have on the model see i want to work on this face and i'm going to click that on my model this first tool is called the uv cutter point so we start off by clicking the face we want to split and then selecting another uv to cut it with now as i hover around edges you'll notice that i get a distance and a percentage so if i wanted to cut this face in half along this edge i could type in fifty percent then we'll put our cutter line right in the center and this splits into two faces of the same area the next face that we can split with the next tool guide is called perpendicular cutter points if i choose that say i want to cut this top base i have to hover over an edge and whenever edge i hover over it's going to make a cutter that's perpendicular to that edge as i move my cursor around this round edge it's always cutting towards the center it's always making this cutter perpendicular to the edge i'm hovering over the next one is two cutter points so if i wanted to cut this model from this point to the one on the other side of the model notice, i can click to snap to this point and my second click will draw a straight line between those two points so if i want to click on our second point here i can split this face into two pieces to apply a better mesh there i'm going to undo once that's there i'm going to show you another thing as i'm splitting this technique that i use a lot to make sure that i'm actually on the end point of it is to snap into type in a value because you can split a face on a certain one edge and i can click in the center of the model and it's not going to split it all the way through which is going to imprint a liner and edge on that face so to make sure that you're always going from point to point notice we're always working with a percentage of the edge i could type in zero percent, which make sure that i'm starting at this point if i hover here notice i'm at ninety two ninety three ninety four if i type in one hundred percent i'll snap right to the other side make sure that i split this into two sections lastly, let's take a look at another way to split this model what i'm going to do is i'm first going to turn off everything except the base by turning them off in the structure tree let's say i want to split this center face it's here the last tool is select cutter face this since we take a face and cut it with another face notice this face extends outward and lets me cut this center face by this bottom face cuts it straight across and splits it into two sections this is really useful for simply extending the face and slicing with another face in the model now the other thing that's really useful with these tools that i'm showing you is that you can split multiple faces at the same time for instance remember this first split that i made fifty percent along that edge what i could have done is i could have selected one control select two control selected three faces and split them at the same time so if i split this twenty five percent along this edge i would split all three faces at the same time to nicely isolate that so i apply a nice mesh to this area region now there's one more thing i want to show you with our splitting faces i'm going to use the imprint to do that i want you to reverse this turn off the base and turn on the remaining components that are there so turn on bolt bearing and shafts and go to the imprint tool under the prepared tab what this does is it finds the different areas where an edge on one face intersects with a face on the other face i'm going to escape out of this to show you if i hide this bearing notice there is no lines or imprints on this green face by turn the bearing back on and click imprint what it's doing is imprinting the edge of this blue face onto the green one now the what this will let me do is let me create a continuous mesh or just have the same area faces on each model so just to show you if i go back to the select tool this green part here has been split into different sections and if i go to the measure tool under the measure tab area of this face is fifty one point, two seven five five millimeters if i show the bearing the area of this face is fifty one point, two seven five five millimeters so what it does it creates the exact same face on both models so you can have a really nice between them i hope you've seen three different methods of splitting faces by using face curves sketching directly on a face using our split face tools to split faces by uv curves perpendicular lines, two cutter points and also the extended faces and also our imprint tool thank you for watching。

来看一下,看一下这个,看一下这个 cslan 里面对零件的处理啊?对零件,对零件处理,比如说这样一个零件, 先要把主要是命令使用啊,有这个零件和这个要合成一个整体,怎么办?怎么去怎么选中这个零件?怎么选中这一部分?去击三下,对吧? 双击三下,对,就敲三下鼠标,然后点组合,合成一个了,看到没有?合成一个了, 比如说要把上面这块板和下面这块板要分开,怎么办呢?这个时候怎么办呢?分割主体,分割这一个主体, 另外选一个面,选这个面来,分开了 又要把它合并起来,怎么办呢?选三下,敲三下这个来组合,看到没有组合,那要分割怎么办呢?先选分割主体,点一下这个, 然后再点一下这个面,把它又分开了,对吧?然后要移动它,怎么办呢?要移动它要把这个零件移动到这里来,点一下这个移动,然后直接 拉动啊,比如说要移步入室,移动入室了,对吧?比如说这个面应该跟 这个面,跟这个面要对齐,组件里面对齐,选一下这个面,选下这个面就对齐了,主要就是一些一些这种操作啊,这些前处理的操作啊,就是这么多,就是这么多。