:: Draw a 2D box.
make sure your UCS icon is on and set to display
at
the origin. This setting is in the VIEW>UCS
icon pull down menu. |

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:: Change the VIEW
to SE Isometric |

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:: Draw a line 50
long on top o the left hand corner. If you look a
the
command line below you will see that I use &
teach -
- relative
co-ords
- direct
distant entry
I think
this the easiest and simplest 3d distance entry.
@ is for 'from the last point' which is the
sanpped corner, 0 for x zero, 0 for y
zero and x positive 50 for the height. @0,0,50


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:: Now selet and
copy the line, using 'endpoint snap',
on to each
corner
of the base. You may have noticed that
I've setup some sensible layer
names to ease the editing later on.

|
:: Now select and
copy the line, using 'endpoint snap',
on to each
corner of the base & draw a line snapping to
the midpoints of the base box.
Then draw an arc snapping from bottom right to
left corners. |

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:: And draw a line
on top of the 50 vertical line at each end of the
model, snapping to the endpoints. |

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:: Now reset the UCS
using 3 point and set as in step 8. |

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8
::
Now
use the 'origin' corner as below, the 'x' on the
green line and the 'y'on
the verticalpurple line. The orogin should then
reset as below. |
  

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9
::
Now
draw an arc on the left end and copy it up the
the nearest end. Then
copy the 50 lines across on to the middle and
make the right side slighty higher.
I copied the 50 line on top of itself repeatedly.
Then draw a line across these
middle verticals. |


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10
::
Now
draw an arc on the middle line as below, be
careful snapping.
After this you now have four edges ready for
EDGESURFing. |

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11
::
Now
BREAK the arc where it joins (intersects) the
middle line and the
end of the middle arc. |

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12
::
Now
Zoom in on the right hand side & draw a line
between the two arcs.
Snapping to endpoints. Also turn off the base
layers so you will not snap on them
later. Now type EDGESURF and select each
black 'edge' ie the nearest arc then
bottom line then middle arc then top line. In
total four edges. |

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13
::
Now
the polygon mesh should appear as below. If it
doesn't it's probably
because -
- the
current layer is off
- you
have drawn an edge(s) not EXACTLY touching
the endpoints of another,
double check to see if they defintely
snap together. Step 16 covers this
problem.
|

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14
::
You
can make it smoother by increasing the SURFTAB1 value up to 20
or 30.
But you must do this first, before the EDGESURF
command/procedure. The original
edges are still there after the first EDGESURF command. |

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15
::
You
can make it smoother by increasing the SURFTAB1 value up to 20
or 30.
But you must do this first, before the EDGESURF
command/procedure. The original
edges are still there after the first EDGESURF command. |

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16
::
Setup
viewports as belwo to check if every edge snaps
to the ends of the
others. Yes, it's vey annoying and frustrating, I
was there once too ! |

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| 17
::
Repeat
step 12 for the other end and create another EDGESURF.
|

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| 18
::
The
completed tunnel edgesurfs. |

 |
19
::
Now
use RULESURF and select the
base line and end arc to create a surface
to close off the ends. |

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20
::
The
completed tunnel. Now practice with other shapes
to create more
edgesurfs. Remember, edgesurfs are the hardest
surfaces to draw, although
they are cool once drawn. |
 |
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