Chapter 22. Using Advanced 3D Features

AutoCAD 2010's extended set of tools for working with 3D drawings lets you create 3D objects with few limitations on shape and orientation. This chapter focuses on the use of these tools, which help you easily generate 3D forms and view them in both perspective and orthogonal modes.

AutoCAD LT doesn't support any of the features described in this chapter.

In this chapter, you'll learn to do the following:

  • Master the User Coordinate System

  • Understand the UCS options

  • Use viewports to aid in 3D drawing

  • Create complex 3D surfaces

  • Create spiral forms

  • Create surface models

  • Move objects in 3D space

Setting Up AutoCAD for This Chapter

Before you start, I'd like you to set up AutoCAD in a way that will make your work a little easier. You'll use the 3D Modeling workspace you were introduced to in Chapter 21. To do so, follow these steps:

  1. Start AutoCAD, and then click the Workspace Switching tool in the status bar and select 3D Modeling. You'll see a new set of panels appear as well as the Tool Palettes window.

    Setting Up AutoCAD for This Chapter
  2. Close the Tool Palettes window to get a clear view of the drawing area. Your screen should look similar to Figure 22.1.

The Workspace Switching toolThe AutoCAD window set up for this chapter

Figure 22.1. The Workspace Switching toolThe AutoCAD window set up for this chapter

In Chapter 21, you started a new 3D model using a template set up for 3D modeling. Here you'll start to work with the default 2D drawing. Now you're ready to get to work.

Mastering the User Coordinate System

The User Coordinate System (UCS) enables you to define a custom coordinate system in 2D and 3D space. You've been using a default UCS, called the World Coordinate System (WCS), all along. By now, you're familiar with the L-shaped icon in the lower-left corner of the AutoCAD screen, containing a small square and the letters X and Y. The square indicates that you're currently in the WCS; the X and Y indicate the positive directions of the X and Y axes. WCS is a global system of reference from which you can define other UCSs.

It may help to think of these AutoCAD UCSs as different drawing surfaces, or two-dimensional planes. You can have several UCSs at any given time. By setting up these different UCSs, you can draw as you would in the WCS in 2D yet draw a 3D image.

Suppose you want to draw a house in 3D with doors and windows on each of its sides. You can set up a UCS for each of the sides, and then you can move from UCS to UCS to add your doors and windows (see Figure 22.2). In each UCS, you draw your doors and windows as you would in a typical 2D drawing. You can even insert elevation views of doors and windows that you created in other drawings.

In this chapter, you'll experiment with several views and UCSs. All the commands you'll use are available both at the command line and via the View tab's Coordinates panel. In addition, you can access a number of the UCS commands from the UCS toolbar.

Different UCSs in a 3D drawing

Figure 22.2. Different UCSs in a 3D drawing

Defining a UCS

In the first set of exercises, you'll draw a chair that you can later add to your 3D unit drawing. In drawing this chair, you'll be exposed to the UCS as well as to some of the other 3D capabilities available in AutoCAD:

  1. Open the barcelona1.dwg file. Metric users should open barcelona1_metric.dwg. This file contains two rectangles that you'll use to create a chair.

  2. Select Southwest Isometric from the View drop-down list on the Home tab's View panel. You can also type -V

    Defining a UCS
    The chair seat and back in the Plan (top) and Isometric (bottom) views

    Figure 22.3. The chair seat and back in the Plan (top) and Isometric (bottom) views

  3. Select the two rectangles and then right-click and select Properties.

  4. In the Properties palette, enter 3 in the Thickness setting and press

    The chair seat and back in the Plan (top) and Isometric (bottom) views
  5. Press the Esc key, and close the Properties palette. Click the Convert To Solid tool in the Home tab's expanded Solid Editing panel.

    The chair seat and back in the Plan (top) and Isometric (bottom) views
  6. Select the two rectangles, and then press

    The chair seat and back in the Plan (top) and Isometric (bottom) views

Notice that the UCS icon appears in the same plane as the current coordinate system. The icon will help you keep track of which coordinate system you're in. Now you can see the chair components as 3D objects.

Next, you'll define a UCS that is aligned with one side of the seat:

  1. The chair seat and back in the Plan (top) and Isometric (bottom) views
  2. Select the Orthographic UCSs tab to view a set of predefined UCSs.

  3. Select Front in the list box. Figure 22.4 shows the orientation of the Front UCS.

    The six predefined UCS orientations

    Figure 22.4. The six predefined UCS orientations

  4. Click the Set Current button to make the Front UCS current.

  5. Click OK to close the dialog box.

The Orthographic UCSs tab offers a set of predefined UCSs for each of the six standard orthographic projection planes. Figure 22.4 shows these UCSs in relation to the WCS.

Because a good part of 3D work involves drawing in these orthographic planes, AutoCAD supplies the ready-made UCS orientations for quick access. But you aren't limited to these six orientations. If you're familiar with mechanical drafting, you'll see that the orthographic UCSs correspond to the typical orthographic projections used in mechanical drafting. If you're an architect, the Front, Left, Back, and Right UCSs correspond to the south, west, north, and east elevations of a building.

Before you continue building the chair model, you'll move the UCS to the surface on which you'll be working. Right now, the UCS has its origin located in the same place as the WCS origin.

You can move a UCS so that its origin is anywhere in the drawing where it's needed:

  1. The six predefined UCS orientations
  2. Use the Endpoint osnap and click the bottom-front corner of the chair seat, as shown in Figure 22.5. The UCS icon moves to indicate its new origin's location.

Setting up a UCS

Figure 22.5. Setting up a UCS

You just created a new UCS based on the Front UCS you selected from the UCS dialog box. Now, as you move your cursor, the origin of the UCS icon corresponds to a 0,0 coordinate. Although you have a new UCS, the WCS still exists; you can always return to it when you need to.

Saving a UCS

After you've gone through the work of creating a UCS, you may want to save it, especially if you think you'll come back to it later. Here's how to save a UCS:

  1. Choose Named from the Coordinates panel or type Ucsman

    Saving a UCS
  2. Make sure the Named UCSs tab is selected, and then highlight the Unnamed option in the Current UCS list box.

  3. Right-click Unnamed and choose Rename from the shortcut menu. The item changes to allow editing.

  4. Type 3DSW

    Saving a UCS
  5. Click OK to exit the dialog box.

Your UCS is now saved with the name 3DSW. You can recall it from the UCS dialog box or by using other methods that you'll learn about later in this chapter.

Working in a UCS

Next, you'll arrange the seat and back and draw the legs of the chair. Your UCS is oriented so that you can easily adjust the orientation of the chair components. As you work through the next exercise, notice that although you're manipulating 3D objects, you're really using the same tools you've used to edit 2D objects.

Follow these steps to adjust the seat and back and to draw legs:

  1. Click the seat back to expose its grips.

  2. Click the bottom grip, as shown in the first image in Figure 22.6.

  3. Right-click the mouse to open the Grip Edit shortcut menu.

    Moving the components of the chair into place

    Figure 22.6. Moving the components of the chair into place

  4. Choose Rotate from the menu. The seat back now rotates with the movement of the cursor. It rotates in the plane of the new UCS you created earlier.

  5. Type 80

    Moving the components of the chair into place
  6. Click the bottom grip, as shown in the second image in Figure 22.6.

  7. Right-click the mouse again and choose Move.

  8. Using the Endpoint osnap, click the top corner of the chair seat to join the chair back to the seat, as shown in the second image in Figure 22.6.

  9. Click both the chair seat and back; then click the bottom-corner grip of the seat, as shown in the third image in Figure 22.6.

  10. Right-click and choose Rotate from the Grip Edit shortcut menu.

  11. Enter −10

    Moving the components of the chair into place
The chair after rotating and moving the components

Figure 22.7. The chair after rotating and moving the components

The new UCS orientation enabled you to use the grips to adjust the chair seat and back. All the grip rotation in the previous exercise was confined to the plane of the new UCS. Mirroring and scaling will also occur in relation to the current UCS.

Building 3D Parts in Separate Files

As you work in 3D, your models will become fairly complex. When your model becomes too crowded for you to see things clearly, it helps to build parts of the model and then import them instead of building everything in one file. In the next set of exercises, you'll draw the legs of the chair and then import them to the main chair file to give you some practice in the procedure.

I've prepared a drawing called legs.dwg, which consists of two polylines that describe the shape of the legs. I did this to save you some tedious work that isn't related to 3D modeling. You'll use this file as a starting point for the legs, and then you'll import the legs into the barcelona1.dwg file:

  1. Open the legs.dwg file. The file consists of two polyline splines that are in the shape of one set of legs. You'll turn these simple lines into 3D solids.

  2. Building 3D Parts in Separate Files
  3. At the Select polyline or [Multiple]: prompt, enter M

    Building 3D Parts in Separate Files
  4. At the Enter an option [Close/Open/Join/Width/Fit/Spline/Decurve/Ltype gen/Undo]: prompt, enter W

    Building 3D Parts in Separate Files
  5. At the Specify new width for all segments: prompt, enter 0.5

    Building 3D Parts in Separate Files
  6. Press

    Building 3D Parts in Separate Files

Next, you need to change the Thickness property of the two polylines to make them 2″ or 5 cm wide:

  1. With the two polylines selected, open the Properties palette, and set their thickness to 2″. Metric users should make the thickness 5 cm.

  2. Close the Properties palette.

  3. Building 3D Parts in Separate Files
  4. Select the two polylines, and then press

    Building 3D Parts in Separate Files
  5. Building 3D Parts in Separate Files
Move the legs so they meet the chair seat at the corner indicated.

Figure 22.8. Move the legs so they meet the chair seat at the corner indicated.

As you've just seen, you can convert polylines that have both a width and a thickness into 3D solids. Now you're ready to add the legs to the rest of the chair.

  1. Move the legs so they meet the chair seat at the corner indicated.
  2. Move the legs so they meet the chair seat at the corner indicated.
  3. Click in the Legs drawing, and then click the legs 3D solid to select it.

  4. Click and hold the cursor on the legs until you see the arrow cursor with a small rectangle (Figure 22.9).

    The arrow cursor and rectangle

    Figure 22.9. The arrow cursor and rectangle

  5. When you see the rectangle, drag the mouse into the Barcelona1 drawing. The legs appear in the proper orientation.

  6. Release the mouse button to place the legs in the Barcelona1 drawing. You don't need to be precise about placing the legs; you can move them into position next.

  7. Use the Move tool to move the legs so the endpoint of the upper leg joins the chair seat, as shown in Figure 22.8.

  8. Save and close the legs.dwg file, and expand the barcelona1.dwg file to fill the AutoCAD window.

In these last few exercises, you worked on the legs of the chair in a separate file and then imported them into the main chair file with a click-and-drag motion. By working on parts in separate files, you can keep your model organized and more manageable. You may have also noticed that although the legs were drawn in the WCS, they were inserted in the 3DSW UCS that you created earlier. This shows you that imported objects are placed in the current UCS. The same would have happened if you inserted an Xref or another file.

Understanding the UCS Options

You've seen how to select a UCS from a set of predefined UCSs. You can frequently use these preset UCSs and make minor adjustments to them to get the exact UCS you want.

You can define a UCS in other ways. You can, for example, use the surface of your chair seat to define the orientation of a UCS. In the following sections, you'll be shown the different ways you can set up a UCS. Learning how to move effortlessly between UCSs is crucial to mastering the creation of 3D models, so you'll want to pay special attention to the command options shown in these examples.

Note that these examples are for your reference. You can try them out on your own model. These options are accessible from the View tab's Coordinates panel.

UCS Based on Object Orientation

You can define a UCS based on the orientation of an object. This is helpful when you want to work on a predefined object to fill in details on its surface plane. The following steps are for information only and aren't part of the tutorial. You can try this at another time when you aren't working through an exercise.

Follow these steps to define a UCS this way:

  1. UCS Based on Object Orientation
  2. At the Select object to align UCS: prompt, pick the object that you want to use to define the UCS. For example, you could click a polyline that you want to edit in 3D. The UCS icon shifts to reflect the new coordinate system's orientation. Figure 22.10 shows an example of using the OB option to select the edge of the chair seat.

Using the Object option of the UCS command to locate a UCS

Figure 22.10. Using the Object option of the UCS command to locate a UCS

When you create a UCS using the Object option, the location of the UCS origin and its orientation depend on how the selected object was created. Table 22.1 describes how an object can determine the orientation of a UCS.

Table 22.1. Effects of Objects on the Orientation of a UCS

Object Type

UCS Orientation

Arc

The center of the arc establishes the UCS origin. The X axis of the UCS passes through the pick point on the arc.

Circle

The center of the circle establishes the UCS origin. The X axis of the UCS passes through the pick point on the circle.

Dimension

The midpoint of the dimension text establishes the UCS origin. The X axis of the UCS is parallel to the X axis that was active when the dimension was drawn.

Face (of a 3D solid)

The origin of the UCS is placed on a quadrant of a circular surface or on the corner of a polygonal surface.

Line

The endpoint nearest the pick point establishes the origin of the UCS, and the X-Z plane of the UCS contains the line.

Point

The point location establishes the UCS origin. The UCS orientation is arbitrary.

2D polyline

The starting point of the polyline establishes the UCS origin. The X axis is determined by the direction from the first point to the next vertex.

Solid

The first point of the solid establishes the origin of the UCS. The second point of the solid establishes the X axis.

Trace

The direction of the trace establishes the X axis of the UCS, and the beginning point sets the origin.

3D Face

The first point of the 3D Face establishes the origin. The first and second points establish the X axis. The plane defined by the 3D Face determines the orientation of the UCS.

Shapes, text, blocks, attributes, and attribute definitions

The insertion point establishes the origin of the UCS. The object's rotation angle establishes the X axis.

UCS Based on Offset Orientation

At times, you may want to work in a UCS that has the same orientation as the current UCS but is offset. For example, you might be drawing a building that has several parallel walls offset with a sawtooth effect (see Figure 22.11).

UCS Based on Offset Orientation

Another UCS option, called Move, will move an existing, named UCS to a new location and keep its original orientation. You won't find the UCS Move option on any panel or toolbar, but you can use it by entering UCS

UCS Based on Offset Orientation
Using the Origin option to shift the UCS

Figure 22.11. Using the Origin option to shift the UCS

The steps in the following section are for information only and aren't part of the tutorial. You can try this at another time when you aren't working through an exercise.

UCS Rotated around an Axis

Suppose you want to change the orientation of the X, Y, or Z axis of a UCS. You can do so by using the X, Y, or Z Axis Rotate UCS option on the View tab's Coordinates panel. These are perhaps one of the most frequently used UCS options:

  1. UCS Rotated around an Axis
  2. At the Specify rotation angle about Z axis <90>: prompt, press

    UCS Rotated around an Axis
Rotating the UCS about the Z axis

Figure 22.12. Rotating the UCS about the Z axis

Similarly, the X and Y Axis Rotate UCS options enable you to rotate the UCS about the current X and Y axis, respectively, just as you did for the Z axis earlier. The X and Y Axis Rotate UCS tools are helpful in orienting a UCS to an inclined plane. For example, if you want to work on the plane of a sloped roof of a building, you can first use the Origin UCS tool to align the UCS to the edge of a roof and then use the X Axis Rotate UCS tool to rotate the UCS to the angle of the roof slope, as shown in Figure 22.13. Note that the default is 90°, so you only have to press

Rotating the UCS about the Z axis
Moving a UCS to the plane of a sloping roof

Figure 22.13. Moving a UCS to the plane of a sloping roof

Finally, you align the Z axis between two points using the Z Axis Vector option. This is useful when you have objects in the drawing that you can use to align the Z axis. Here are the steps:

  1. Moving a UCS to the plane of a sloping roof
  2. At the Specify new origin point or [Object]<0,0,0>: prompt, press

    Moving a UCS to the plane of a sloping roof
  3. At the prompt

    Specify point on positive portion
     of Z-axis <0'-0", 0'- 0", 0'-1">:

    select another point to indicate the Z axis orientation. Figure 22.14 shows the resulting UCS if you use the top of the Barcelona1 chair leg to define the Z axis.

Because your cursor location is in the plane of the current UCS, it's best to pick a point on an object by using either the Osnap overrides or the coordinate filters.

Picking points for the Z Axis Vector option

Figure 22.14. Picking points for the Z Axis Vector option

Orienting a UCS in the View Plane

Finally, you can define a UCS in the current view plane. This is useful if you want to switch quickly to the current view plane for editing or for adding text to a 3D view.

Orienting a UCS in the View Plane

AutoCAD uses the current UCS origin point for the origin of the new UCS. By defining a view as a UCS, you can enter text to label your drawing, just as you would in a technical illustration. Text entered in a plane created this way appears normal.

You've finished your tour of the UCS command. Set the UCS back to the WCS, and save the Barcelona1.dwg file.

You've explored nearly every option in creating a UCS except one. Later on in this chapter, you'll learn about the 3 Point option for creating a UCS. This is the most versatile method for creating a UCS, but it's more involved than some of the other UCS options.

Saving a UCS with a View

AutoCAD has the ability to save a UCS with a view. Click the View Manager option, found at the top of the View drop-down list in the Home tab's View panel (Figure 22.15). At the View Manager dialog box, click the New button. This opens the New View/Shot Properties dialog box. Enter a name for your new view in the View name input box, and then choose a UCS to save with a new view by using the UCS drop-down list located in the Settings group of the dialog box.

Select the View Manager option in the View dropdown list.

Figure 22.15. Select the View Manager option in the View dropdown list.

Using Viewports to Aid in 3D Drawing

In Chapter 16, you worked extensively with AutoCAD's floating viewports in Paper Space. In this section, you'll use tiled viewports to see your 3D model from several sides at the same time. This is helpful in both creating and editing 3D drawings because it enables you to refer to different portions of the drawing without having to change views.

Tiled viewports are created directly in Model Space, as you'll see in the following exercise:

  1. Using Viewports to Aid in 3D Drawing
  2. Make sure the New Viewports tab is selected, and then select Three: Right from the Standard Viewports list on the left. The window on the right changes to display a sample of the viewport configuration. It shows three rectangles, which represent the viewports, arranged with two on the left and one larger one to the right. Each rectangle is labeled as Current; this tells you that the current view will be placed in each viewport.

    The Viewports dialog

    Figure 22.16. The Viewports dialog

  3. Open the Setup drop-down list at the top of the dialog box, and select 3D. The labels in the viewport sample change to indicate Top, Front, and SE Isometric. This is close to the arrangement you want, but you need to make one more adjustment. The viewport to the right, SE Isometric, shows the back side of the chair. You want an SW Isometric view in this window.

  4. Click the SE Isometric viewport sample. The sample viewport border changes to a double border to indicate that it's selected.

  5. Open the Change View To drop-down list just below the sample viewports, and select SW Isometric. The label in the selected viewport changes to let you know that the view will now contain the SW Isometric view. The Change View To list contains the standard four isometric views and the six orthogonal views. By clicking a sample viewport and selecting an option from the Change View To drop-down list, you can arrange your viewport views nearly any way you want.

  6. To keep this viewport arrangement, enter My Viewport Setup in the New Name input box.

  7. Click OK. Your display changes to show three viewports arranged as they were indicated in the Viewports dialog box (see Figure 22.17).

You've set up your viewports. Let's check to see that your viewport arrangement was saved:

  1. The Viewports dialog
  2. Click the Named Viewports tab. My Viewport Setup is listed in the Named Viewports list box. If you click it, a sample view of your viewport arrangement appears on the right.

  3. After you've reviewed the addition to the Named Viewports list, close the dialog box.

Three viewports, each displaying a different view

Figure 22.17. Three viewports, each displaying a different view

Now, take a close look at your viewport setup. The UCS icon in each of the two orthogonal views in the two left viewports is oriented to the plane of the view. AutoCAD enables you to set up a different UCS for each viewport. The top view uses the WCS because it's in the same plane as the WCS. The side view has its own UCS, which is parallel to its view. The isometric view to the right retains the UCS you saved—namely, the 3DSW UCS.

Another Viewports dialog box option you haven't tried yet is the Apply To drop-down list in the New Viewports tab (Figure 22.18).

The Apply To dropdown list

Figure 22.18. The Apply To dropdown list

This list shows two options: Display and Current Viewport. When Display is selected, the option you choose from the Standard Viewports list applies to the overall display. When Current Viewport is selected, the option you select applies to the selected viewport in the sample view in the right side of the dialog box. You can use the Current Viewport option to build multiple viewports in custom arrangements.

You have the legs for one side. The next step is to mirror those legs for the other side:

  1. Click the top view of the chair in the upper-left viewport.

  2. The Apply To dropdown list
  3. In the upper-left viewport, click the 3D solid representing the chair legs, and then press

    The Apply To dropdown list
  4. At the Specify first point of mirror line: prompt, use the Midpoint osnap and select the midpoint of the chair seat, as shown in Figure 22.19.

    Mirroring the legs from one side to another

    Figure 22.19. Mirroring the legs from one side to another

  5. At the Specify second point of mirror line: prompt, pick any location to the right of the point you selected so the rubber-banding line is exactly horizontal.

  6. Press

    Mirroring the legs from one side to another

Your chair is complete. Let's finish by getting a better look at it:

  1. Click the viewport to the right, showing the Isometric view.

  2. Click Single from the Select A Viewport Configuration drop-down list in the View tab's Viewports panel (Figure 22.20), or enter -Viewports

    Mirroring the legs from one side to another
    Click Single in the Select A Viewport Configuration drop-down list.

    Figure 22.20. Click Single in the Select A Viewport Configuration drop-down list.

  3. Use the Zoom tool to adjust your view so that it looks similar to Figure 22.21.

    The chair in 3D with hidden lines removed

    Figure 22.21. The chair in 3D with hidden lines removed

  4. Click the Visual Styles drop-down list on the Home tab's View panel (Figure 22.22), and select 3D Hidden to get a view similar to Figure 22.21.

    The Visual Styles drop-down list.

    Figure 22.22. The Visual Styles drop-down list.

Creating Complex 3D Surfaces

In the previous example, you drew a chair composed of objects that were mostly straight lines or curves with a thickness. All the forms in that chair were defined in planes perpendicular to one another. For a 3D model such as this, you can get by using the orthographic UCSs. At times, however, you'll want to draw objects that don't fit so easily into perpendicular or parallel planes. In this section, you'll create more-complex forms by using some of AutoCAD's other 3D commands.

Laying Out a 3D Form

In this next group of exercises, you'll draw a butterfly chair. This chair has no perpendicular or parallel planes to work with, so you'll start by setting up some points that you'll use for reference only. This is similar in concept to laying out a 2D drawing. As you progress through the drawing construction, notice how the reference points are established to help create the chair. You'll also construct some temporary 3D lines to use for reference. These temporary lines will be your layout. These points will define the major UCSs needed to construct the drawing. The main point is to show you some of the options for creating and saving UCSs.

To save time, I've created the 2D drawing that you'll use to build your 3D layout. This drawing consists of two rectangles that are offset by 4″ (10 mm for metric users). To make it more interesting, they're also off center from each other (see Figure 22.23).

Setting up a layout for a butterfly chair

Figure 22.23. Setting up a layout for a butterfly chair

The first thing you'll need to do is set up the drawing for the layout:

  1. Open the Butterfly1.dwg file.

  2. Click SW Isometric in the View drop-down list in the Home tab's View panel (Figure 22.24) or type -V

    Setting up a layout for a butterfly chair
  3. Zoom out so the rectangles occupy about a third of the drawing area window.

Click SW Isometric in the View dropdown list.

Figure 22.24. Click SW Isometric in the View dropdown list.

Now you need to move the outer rectangle in the Z axis so its elevation is 30″ (76 cm for metric users):

  1. Click the outer rectangle, and then click one of its grips.

  2. Right-click to open the Grip Edit shortcut menu.

  3. Choose Move, and then enter @0,0,30

    Click SW Isometric in the View dropdown list.
  4. Pan your view downward so it looks similar to Figure 22.25.

    The finished chair layout

    Figure 22.25. The finished chair layout

  5. Use the Line tool to draw lines from the corners of the outer square to the corners of the inner square. Use the Endpoint osnap to select the exact corners of the squares. This is the layout for your chair—not the finished product.

As an alternate method in step 3, after choosing Move from the Grip Edit shortcut menu, you can turn on Ortho mode and point the cursor vertically so it shows -Z in the coordinate readout. Then enter 30

The finished chair layout

Spherical and Cylindrical Coordinate Formats

In the previous exercise, you used relative Cartesian coordinates to locate the second point for the Move command. For commands that accept 3D input, you can also specify displacements by using the Spherical and Cylindrical Coordinate formats.

The Spherical Coordinate format lets you specify a distance in 3D space while specifying the angle in terms of degrees from the X axis of the current UCS and degrees from the X-Y plane of the current UCS (see the top image in Figure 22.26). For example, to specify a distance of 4.5″ (11.43 cm) at a 30° angle from the X axis and 45° from the X-Y plane, enter @4.5<30<45 (or @11.43<30<45 for metric users). This refers to the direct distance followed by a < symbol, then the angle from the X axis of the current UCS followed by another < symbol, and then the angle from the X-Y plane of the current UCS. To use the Spherical Coordinate format to move the rectangle in the exercise, enter @30<0<90 at the Second point: prompt, or @76<0<90 for metric users.

The Spherical and Cylindrical Coordinate formats

Figure 22.26. The Spherical and Cylindrical Coordinate formats

The Cylindrical Coordinate format, on the other hand, lets you specify a location in terms of a distance in the plane of the current UCS and a distance in the Z axis. You also specify an angle from the X axis of the current UCS (see the top image in Figure 22.26). For example, to locate a point that is a distance of 4.5″ (11.43 cm) in the plane of the current UCS at an angle of 30° from the X axis and a distance of 3.3″ (8.38 cm) in the Z axis, enter @4.5<30,3.3 (or @11.43<30,8.38 for metric users). This refers to the distance of the displacement from the plane of the current UCS followed by the < symbol, then the angle from the X axis followed by a comma, and then the distance in the Z axis. Using the Cylindrical Coordinate format to move the rectangle, you enter @0<0,30 at the Second point: prompt, or @0<0,76 for metric users.

Using a 3D Polyline

Now you'll draw the legs for the butterfly chair by using a 3D polyline. This is a polyline that can be drawn in 3D space. Here are the steps:

  1. Using a 3D Polyline
  2. At the Specify start point of polyline: prompt, pick a series of points, as shown in Figure 22.27 (top), by using the Endpoint and Midpoint osnaps.

    Using 3D polylines to draw the legs of the butterfly chair

    Figure 22.27. Using 3D polylines to draw the legs of the butterfly chair

  3. Draw another 3D polyline in the mirror image of the first (see the lower image in Figure 22.27).

  4. Erase the connecting vertical lines that make up the frame, but keep the rectangles. You'll use them later.

All objects, with the exception of lines and 3D polylines, are restricted to the plane of your current UCS. Two other legacy 3D objects, 3D faces and 3D meshes, are also restricted. You can use the Pline command to draw polylines in only one plane, but you can use the 3DPoly command to create a polyline in three dimensions. 3DPoly objects can't, however, be given thickness or width.

Creating a Curved 3D Surface

Next, you'll draw the seat of the chair. The seat of a butterfly chair is usually made of canvas, and it drapes from the four corners of the chair legs. You'll first define the perimeter of the seat by using arcs, and then you'll use the Edge Surface tool on the Home tab's expanded Modeling panel to form the shape of the draped canvas. The Edge Surface tool creates a surface based on four objects defining the edges of that surface. In this example, you'll use arcs to define the edges of the seat.

To draw the arcs defining the seat edges, you must first establish the UCSs in the planes of those edges. In the previous example, you created a UCS for the side of the chair before you could draw the legs. In the same way, you must create a UCS defining the planes that contain the edges of the seat.

Because the UCS you want to define isn't orthogonal, you'll need to use the three-point method. This lets you define the plane of the UCS based on three points:

  1. Creating a Curved 3D Surface
  2. At the Specify new origin point <0,0,0>: prompt, use the Endpoint osnap to pick the top of the chair leg to the far left, as shown in the left image of Figure 22.28. This is the origin point of your new UCS.

    Defining and saving three UCSs

    Figure 22.28. Defining and saving three UCSs

  3. At the Specify point on positive portion of X-axis: prompt, use the Endpoint osnap to pick the top of the next leg to the right of the first one, as shown in the left image in Figure 22.28.

  4. At the Specify point on positive-Y portion of the UCS XY plane: prompt, pick the top corner of the butterfly chair seat, as shown in the left image in Figure 22.28. The UCS icon changes to indicate your new UCS.

  5. Defining and saving three UCSs
  6. With the Named UCSs tab selected, right-click the Unnamed item in the list box, and choose Rename from the shortcut menu.

  7. Enter Front

    Defining and saving three UCSs
  8. Click OK to exit the UCS dialog box.

You've defined and saved a UCS for the front side of the chair. As you can see from the UCS icon, this UCS is at a non-orthogonal angle to the WCS. Continue by creating UCSs for two more sides of the butterfly chair:

  1. Define a UCS for the side of the chair, as shown in the middle image in Figure 22.28. Use the UCS Control dialog box to rename this UCS Side, just as you did for Front in steps 5 through 8 in the previous exercise. Remember that you renamed the unnamed UCS.

  2. Repeat these steps for a UCS for the back of the chair, named Back. Use the right image in Figure 22.28 for reference.

  3. Open the UCS dialog box again; in the Named UCSs tab, highlight Front.

  4. Click the Set Current button, and then click OK. This activates Front as the current UCS.

  5. Defining and saving three UCSs
  6. Draw the arc defining the front edge of the chair (see Figure 22.29). Use the Endpoint Osnap override to pick the top endpoints of the chair legs as the endpoints of the arc. (If you need help with the Arc command, refer to Chapter 3.)

    Drawing the front and back seat edge using arcs and a polyline spline

    Figure 22.29. Drawing the front and back seat edge using arcs and a polyline spline

  7. Repeat steps 3 through 6 for the UCS named Back—each time using the top endpoints of the legs for the endpoints of the arc.

  8. Restore the UCS for the side, but instead of drawing an arc, use the Polyline tool and draw a polyline spline similar to the one in Figure 22.29. If you need help with polyline splines, see Chapter 19.

Next, you'll mirror the side-edge spline to the opposite side. This will save you from having to define a UCS for that side:

  1. Drawing the front and back seat edge using arcs and a polyline spline
  2. Click the polyline you drew for the side of the chair (the one drawn on the Side UCS).

  3. Click the midpoint grip of the arc in the Side UCS; then right-click and choose Mirror from the shortcut menu.

  4. Enter C

    Drawing the front and back seat edge using arcs and a polyline spline
  5. Enter B

    Drawing the front and back seat edge using arcs and a polyline spline
  6. At the Specify base point: prompt, use the Midpoint override to pick the midpoints of the rectangle at the top of the model. Refer to Figure 22.30 for help. The polyline should mirror to the opposite side, and your chair should look like Figure 22.31.

  7. Press the Esc key twice to clear the grips.

Set your UCS to World, and then mirror the arc that defines the side of the chair seat.

Figure 22.30. Set your UCS to World, and then mirror the arc that defines the side of the chair seat.

Your butterfly chair so far

Figure 22.31. Your butterfly chair so far

Finally, let's finish this chair by adding the mesh representing the chair seat:

  1. Quick Hops to Your Ucss
    Quick Hops to Your Ucss
  2. At the Select cross-sections in lofting order: prompt, click the arc at the front of the layout.

  3. At the Select cross-sections in lofting order: prompt, click the arc at the back of the layout, and then press

    Quick Hops to Your Ucss
  4. At the Enter an option [Guides/Path/Cross-sections only] <Cross-sections only>: prompt, enter G

    Quick Hops to Your Ucss
  5. At the Select guide curves: prompt, select the two polylines on the sides of the layout, and then press

    Quick Hops to Your Ucss
  6. Quick Hops to Your Ucss
The butterfly chair so far

Figure 22.32. The butterfly chair so far

You've got the beginnings of a butterfly chair with the legs drawn in schematically and the seat as a 3D surface. You can add some detail by using a few other tools, as you'll see in the next set of exercises.

Converting the Surface into a Solid

In the previous example, you used the Loft tool to create a 3D surface. Once you have a surface, you can convert it to a solid to perform other modifications.

You'll want to round the corners of the seat surface to simulate the way a butterfly chair hangs off its frame. You'll also round the corners of the frame and turn the frame into a tubular form. Start by rounding the seat surface. This will involve turning the surface into a solid so you can use solid editing tools to get the shape you want:

  1. Click the Thicken tool in the Home tab's Solid Editing panel.

    Converting the Surface into a Solid

You can also enter Thicken

Converting the Surface into a Solid
  1. Select the seat surface, and press

    Converting the Surface into a Solid
  2. At the Specify thickness <0′-0″>: prompt, enter 0.01

    Converting the Surface into a Solid

The seat surface appears to lose its webbing, but it has just been converted to a very thin 3D solid.

Shaping the Solid

The butterfly chair is in a fairly schematic state. The corners of the chair are sharply pointed, whereas a real butterfly chair would have rounded corners. In this section, you'll round the corners of the seat with a little help from the original rectangles you used to form the layout frame.

First, you'll use the Fillet command to round the corners of the rectangles. Then, you'll use the rounded rectangles to create a solid from which you'll form a new seat:

  1. Choose the Fillet tool from the Home tab's Modify panel, or enter F

    Shaping the Solid
  2. At the Select first object or [Undo/Polyline/Radius/Trim/Multiple]: prompt, enter R

    Shaping the Solid
  3. At the Specify fillet radius <0′-0″>: prompt, enter 3

    Shaping the Solid
  4. At the Select first object or [Undo/Polyline/Radius/Trim/Multiple]: prompt, enter P

    Shaping the Solid
  5. At the Select 2D polyline: prompt, select the top rectangle, as shown in Figure 22.33. The polyline corners become rounded.

    Round the corners of the rectangles with the Fillet command.

    Figure 22.33. Round the corners of the rectangles with the Fillet command.

  6. Press

    Round the corners of the rectangles with the Fillet command.
  7. Enter P

    Round the corners of the rectangles with the Fillet command.

Next, create a 3D solid from the two rectangles using the Loft tool:

  1. Round the corners of the rectangles with the Fillet command.
  2. At the Select cross-sections in lofting order: prompt, select the two rectangles and press

    Round the corners of the rectangles with the Fillet command.
  3. At the Enter an option [Guides/Path/Cross-sections only] <Cross-sections only>: prompt, press

    Round the corners of the rectangles with the Fillet command.
    Loft settings dialog box

    Figure 22.34. Loft settings dialog box

  4. Click the Ruled option, and click OK. The rectangles join to form a 3D solid (see Figure 22.35).

    The lofted rectangles form a 3D solid.

    Figure 22.35. The lofted rectangles form a 3D solid.

Finding the Interference between Two Solids

In this next exercise, you'll use a tool that is intended to find the interference between two solids. This is useful if you're working with crowded 3D models and you need to check whether objects may be interfering with each other. For example, a mechanical designer might want to check to make sure duct locations aren't passing through a structural beam.

You'll use Interfere as a modeling tool to obtain a shape that is a combination of two solids: the seat and the rectangular solid you just created. Here are the steps:

  1. Click the Interfere tool in the Home tab's Solid Editing panel.

    Finding the Interference between Two Solids

You can also enter interfere

Finding the Interference between Two Solids
  1. At the Select first set of objects or [Nested selection/Settings]: prompt, select the chair seat solid, and then press

    Finding the Interference between Two Solids
  2. At the Select second set of objects or [Nested selection/checK first set] <checK>: prompt, click the rectangular solid you created in the previous exercise and press

    Finding the Interference between Two Solids
    Checking for interference

    Figure 22.36. Checking for interference

The view shows the interference of the two solids in red. Notice that the corners are rounded on the red interference.

  1. In the Interference Checking dialog box, turn off the Delete Interference Objects Created On Close option and click Close. The display returns to the Wireframe view. If you look carefully at the seat corners, you see a new solid overlaid on the seat (see Figure 22.37).

  2. Delete the rectangular solid and the original seat, as shown in Figure 22.37.

As mentioned earlier, the Interference Checking tool is intended to help you find out whether objects are colliding in a 3D model; as you've just seen, though, it can be an excellent modeling tool that can help you derive a form that you may otherwise not have the ability to create.

A number of other options are available when you're using the Interference Checking tool. Table 22.2 lists the options in the Interference Checking dialog box.

The interference solid appears on top of the original seat.

Figure 22.37. The interference solid appears on top of the original seat.

Table 22.2. Interference Checking Dialog Box Options

Option

What it Does

First Set

Specifies the number of objects in the first set of selected objects

Second Set

Specifies the number of objects in the second set of selected objects

Interfering Pairs Found

Indicates the number of interferences found

Previous

Highlights the previous interference object

Next

Highlights the next interference object if multiple objects are present

Zoom To Pair

Zooms to the interference object while you're using the Previous and Next options

Zoom Realtime

Closes the dialog box to allow you to use Zoom Realtime

Pan Realtime

Closes the dialog box to allow you to use Pan

3D Orbit

Closes the dialog box to allow you to use 3D Orbit

Delete Interference Objects Created On Close

Deletes the interference object after the dialog box is closed

The prompt for the Interference Checking command also showed some options. The prompt in step 2 shows Nested selection/Settings. The Nested selection option lets you select objects that are nested in a block or an Xref. The Settings option opens the Interference Settings dialog box (Figure 22.38).

Settings for interference

Figure 22.38. Settings for interference

This dialog box offers settings for the temporary display of interference objects while you're using the Interference command. Table 22.3 lists the options for this dialog box.

Table 22.3. Interference Settings Dialog Box Options

Option

What it Does

Visual Style

Controls the visual style for interference objects

Color

Controls the color for interference objects

Highlight Interfering Pair

Highlights the interfering objects

Highlight Interference

Highlights the resulting interference objects

Visual Style

Controls the visual style for the drawing while displaying the interference objects

Creating Tubes with the Sweep Tool

One more element needs to be taken care of before your chair is complete. The legs are currently simple lines with sharp corners. In this section, you'll learn how you can convert lines into 3D tubes. To make it more interesting, you'll add rounded corners to the legs.

Start by rounding the corners on the lines you've created for the legs:

  1. Use the Explode tool to explode the 3D polyline legs into simple lines.

  2. Choose the Fillet tool from the Home tab's expanded Modify panel, or enter F

    Creating Tubes with the Sweep Tool
  3. At the Select first object or [Undo/Polyline/Radius/Trim/Multiple]: prompt, enter R

    Creating Tubes with the Sweep Tool
  4. At the Specify fillet radius <0′-0″>: prompt, enter 2

    Creating Tubes with the Sweep Tool
  5. At the Select first object or [Undo/Polyline/Radius/Trim/Multiple]: prompt, enter M

    Creating Tubes with the Sweep Tool
  6. When all the corners are rounded, press

    Creating Tubes with the Sweep Tool
  7. Delete the two polyline splines you used to form the sides of the seat. Your drawing should look like Figure 22.39.

    Drawing the circles for the tubes

    Figure 22.39. Drawing the circles for the tubes

The chair is almost complete, but the legs are just wireframes. Next you'll give them some thickness by turning them into tubes. Start by creating a set of circles. You'll use the circles to define the diameter of the tubes:

  1. Draw a ¾″ (19 mm) diameter circle in the location shown in Figure 22.39. Don't worry if your location is a little off; the placement of the circle isn't important.

  2. Use the Array command to make 15 copies of the circle. In Figure 22.39, a 4 × 4 array is used with the default 1″ spacing. Metric users should use a spacing of about 30 mm.

Now you're ready to form the tubes:

  1. Click the Sweep tool from the Extrude flyout in the Home tab's Modeling panel. You can also enter sweep

    Drawing the circles for the tubes
    Drawing the circles for the tubes
  2. At the Select objects to sweep: prompt, click one of the circles you just created. It doesn't matter which circle you use because they're identical. Press

    Drawing the circles for the tubes
  3. At the Select sweep path or [Alignment/Base point/Scale/Twist]: prompt, select one of the lines or fillet arcs that make up the legs.

  4. Press

    Drawing the circles for the tubes
  5. Continue with step 4 until all the lines in the legs have been converted into tubes.

  6. Change the color of the solid representing the seat to cyan, and then select the Realistic visual style from the Visual Style flyout on the Home tab's View panel. Your drawing will look similar to the image on the left of Figure 22.40, which shows a perspective view. The image on the right is the chair with some materials assigned to its parts and a slight adjustment to the seat location.

A perspective view of the butterfly chair with tubes for legs

Figure 22.40. A perspective view of the butterfly chair with tubes for legs

Using Sweep to Create Complex Forms

Although you used circles with the Sweep command to create tubes, you can use any closed polyline shape. Figure 22.41 gives some examples of other shapes you can use with the Sweep command.

You can use any closed shape with the Sweep command.

Figure 22.41. You can use any closed shape with the Sweep command.

In step 3 of the previous exercise, you may have noticed some command-line options. These options offer additional control over the way Sweep works. Here is a rundown on how these options work:

Alignment

This option lets you determine whether the object to sweep is automatically set perpendicular to the sweep path. By default, this option is set to Yes, which means the object to sweep is set perpendicular to the path. If set to no, Sweep assumes the current angle of the object, as shown in Figure 22.42.

Alignment lets you set the angle between the object to sweep and the sweep path.

Figure 22.42. Alignment lets you set the angle between the object to sweep and the sweep path.

Base Point

By default, Sweep uses the center of the object to sweep as the location to align with the path, as shown in Figure 22.43. Base Point lets you set a specific location on the object.

Base Point lets you set a point on the object to sweep that is aligned with the sweep path.

Figure 22.43. Base Point lets you set a point on the object to sweep that is aligned with the sweep path.

Scale

You can have Sweep scale the sweep object from one end of the path to the other to create a tapered shape, as shown in Figure 22.44. This option requires a numeric scale value.

Scale lets you scale the object to sweep as it's swept along the path.

Figure 22.44. Scale lets you scale the object to sweep as it's swept along the path.

Twist

You can have the object to sweep twist along the path to form a spiral shape, as shown in Figure 22.45. This option requires a numeric value in the form of degrees of rotation.

You can have the object to sweep twist along the path to create a spiral effect.

Figure 22.45. You can have the object to sweep twist along the path to create a spiral effect.

These options are available as soon as you select the sweep object and before you select the path object. You can use any combination of options you need. For example, you can apply the Twist and Scale options together, as shown in Figure 22.46.

The Scale and Twist options applied together

Figure 22.46. The Scale and Twist options applied together

Creating Spiral Forms

You can use the Sweep tool in conjunction with the Helix tool to create a spiral form, such as a spring or the threads of a screw. You've already seen how the Sweep tool works. Try the following to learn how the Helix tool works firsthand.

In this exercise, you'll draw a helicoil thread insert. This is a device used to repair stripped threads; it's basically a coiled steel strip that forms internal and external threads. Here are the steps:

  1. Open the Helicoil.dwg file. This is a standard AutoCAD drawing containing a closed polyline in a stretched octagon shape.

    Creating Spiral Forms

    This is the cross section of the helicoil thread, and you'll use it as an object to sweep after you've created a helix.

  2. Click the Helix tool in the Home tab's expanded Draw panel, or type Helix

    Creating Spiral Forms
Creating Spiral Forms

You see the following prompt:

Number of turns = 3.0000    Twist=CCW
Specify center point of base:
  1. Pick a point roughly in the center of the view. A rubber-banding line appears along with a circle.

  2. At the Specify base radius or [Diameter] <1.0000>: prompt, enter 0.375

    Creating Spiral Forms
  3. At the Specify top radius or [Diameter] <0.3750>: prompt, press

    Creating Spiral Forms
  4. At the Specify helix height or [Axis endpoint/Turns/turn Height/tWist] <1.0000>: prompt, enter T

    Creating Spiral Forms
  5. At the Enter number of turns <3.0000>: prompt, enter 15

    Creating Spiral Forms
  6. At the Specify helix height or [Axis endpoint/Turns/turn Height/tWist] <1.0000>: prompt, press

    Creating Spiral Forms
The helix and the helicoil after using Sweep

Figure 22.47. The helix and the helicoil after using Sweep

In step 6, you used the Turns option to specify the total number of turns in the helix. You also have other options that give you control over the shape of the helix. Figure 22.48 shows you the effects of the Helix command options. You may want to experiment with them on your own to get familiar with Helix.

The Helix command options

Figure 22.48. The Helix command options

Now, use the Sweep tool to complete the helicoil:

  1. Edit a Helix with the Properties Palette
  2. At the Select objects to sweep: prompt, select the thread cross section in the lower-left corner of the drawing, and then press

    Edit a Helix with the Properties Palette
  3. At the Select sweep path or [Alignment/Base point/Scale/Twist]: prompt, select the helix. After a moment, the helicoil appears.

  4. To see the helicoil more clearly, choose the Realistic option from the Visual Styles drop-down list, and then change the helicoil to the helicoil layer.

If the space between the coils is too small for the cross section, you may get an error message. If you get an error message at step 3, make sure you created the helix exactly as specified in the previous exercise. You may also try increasing the helix height.

In step 3, instead of selecting the sweep path, you can select an option to apply to the object to sweep. For example, by default, Sweep aligns the object to sweep at an angle that is perpendicular to the path and centers the object to sweep. See "Using Sweep to Create Complex Forms" earlier in this chapter.

Creating Surface Models

In an earlier exercise, you used the Loft command to create the seat of a butterfly chair. In this section, you'll return to the Loft command to explore some of its other uses. This time, you'll use it to create a 3D model of a hillside based on a set of site-contour lines. You'll also see how you can use a surface created from the Loft command to slice a solid into two pieces, imprinting the solid with the surface shape.

Start by creating a 3D surface using the Loft command:

  1. Open the contour.dwg file.

  2. Old versus New Surfaces
  3. Select each brown contour in consecutive order from right to left or left to right. It doesn't matter whether you start at the left end or the right end, but you must select the contours in order.

  4. When you're finished selecting all the contours, press

    Old versus New Surfaces
  5. At the Enter an option [Guides/Path/Cross-sections only] <Cross-sections only>: prompt, press

    Old versus New Surfaces
    Loft Settings: Ruled

    Figure 22.49. Loft Settings: Ruled

  6. Click the Ruled radio button, and then click OK. You can now see the surface clearly, as shown in Figure 22.50.

In the butterfly chair exercise, you used the Guides option in the Loft Command prompt. This allowed you to use the polyline curves to guide the loft shape from the front arc to the back arc. In this exercise, you didn't use the command options and went straight to the Loft Settings dialog box. The Ruled setting that you used in step 6 generates a surface that connects the cross sections in a straight line. You'll learn more about the options in this dialog box later in this section.

Creating a 3D surface from contour lines

Figure 22.50. Creating a 3D surface from contour lines

Slicing a Solid with a Surface

In the Barcelona chair example, you converted a surface into a solid using the Thicken command. Next, you'll use a surface to create a solid in a slightly different way. This time, you'll use the surface to slice a solid into two pieces. This will give you a form that is more easily read and understood as a terrain model:

  1. Slicing a Solid with a Surface
  2. At the Select objects to extrude: prompt, select the large rectangle below the contours, and press

    Slicing a Solid with a Surface
  3. At the Specify height of extrusion or [Direction/Path/Taper angle] <0′-0″>: prompt, move the cursor upward so the box looks similar to the one in Figure 22.51. Then click the mouse to fix the box's height.

The box extruded through the contours

Figure 22.51. The box extruded through the contours

You may have noticed that as you raised the box height, you could see how it intersected the contour surface. Next you'll slice the box into two pieces:

  1. Click the Slice tool in the Home tab's Solid Editing panel (Figure 22.52).

  2. At the Select objects to slice: prompt, select the box and press

    The box extruded through the contours
    The Slice tool

    Figure 22.52. The Slice tool

  3. At the Specify start point of slicing plane or [planar Object/Surface/Zaxis/View/XY/YZ/ZX/3points] <3points>: prompt, enter S

    The Slice tool
  4. At the Select a surface: prompt, select the contour surface.

  5. At the Select solid to keep or [keep Both sides] <Both>: prompt, click the part of the box that is below the surface. The top part of the box disappears, and you see the surface once again.

  6. Delete the contour surface. The box remains with an imprint of the surface, as shown in Figure 22.53.

The box with the contour surface imprinted

Figure 22.53. The box with the contour surface imprinted

In step 3, you saw a prompt that offered a variety of methods for slicing the box. The Surface option allowed you to slice the box using an irregular shape, but most of the other options let you slice a solid by defining a plane or a series of planar objects.

Finding the Volume of a Cut

A question I hear frequently from civil engineers is "How can I find the volume of earth from an excavated area?" This is often referred to as a cut from a cut and fill operation. To do this, you first have to create the cut shape. Next, you use the Interfere command to find the intersection between the cut shape and the contour surface. You can then find the volume of the cut shape using one of AutoCAD's inquiry commands. The following exercise demonstrates how this is done.

Suppose that the contour model you've just created represents a site where you'll excavate a rectangular area for a structure. You want to find the amount of earth involved in the excavation. A rectangle has been placed in the contour drawing representing such an area:

  1. Select 3D Wireframe from the Visual Styles flyout on the Home tab's View panel (Figure 22.54). This allows you to see the excavation rectangle more clearly.

  2. Finding the Volume of a Cut
    Select 3D Wireframe from the Visual Styles flyout.

    Figure 22.54. Select 3D Wireframe from the Visual Styles flyout.

  3. Select the rectangle shown in Figure 22.55, and then press

    Select 3D Wireframe from the Visual Styles flyout.
    Selecting the rectangle representing the excavation area

    Figure 22.55. Selecting the rectangle representing the excavation area

  4. Extrude the rectangle to the height of 10′.

With the excavation rectangle in place, you can use the Interfere command to find the volume of the excavation:

  1. Selecting the rectangle representing the excavation area
  2. At the Select first set of objects or [Nested selection/Settings]: prompt, click the contour and press

    Selecting the rectangle representing the excavation area
  3. At the Select second set of objects or [Nested selection/checK first set] <checK>: prompt, select the box and press

    Selecting the rectangle representing the excavation area
  4. In the Interference Checking dialog box, turn off the Delete Interference Objects Created On Close option, and click Close.

  5. Delete the box you used to represent the excavation area. The remaining shape contains the volume of the excavation.

  6. Type Massprop

    Selecting the rectangle representing the excavation area
  7. At the Select objects: prompt, select the excavation solid, as shown in Figure 22.56, and then press

    Selecting the rectangle representing the excavation area
    The 3D solid representing the excavation

    Figure 22.56. The 3D solid representing the excavation

    The mass and volume information from the Region/Mass Properties tool

    Figure 22.57. The mass and volume information from the Region/Mass Properties tool

  8. At the Write analysis to a file? [Yes/No] : prompt, you can press

    The mass and volume information from the Region/Mass Properties tool

Understanding the Loft Command

As you've seen from the exercises in this chapter, the Loft command lets you create just about any shape you can imagine, from a simple sling to the complex curves of a contour map. If your loft cross sections are a set of closed objects like circles or closed polygons, the resulting object is a 3D solid instead of a surface.

The order in which you select the cross sections is important because Loft will follow your selection order to create the surface or solid. For example, Figure 22.58 shows a series of circles used for a lofted solid. The circles are identical in size and placement, but the order of selection is different. The solid on the left was created by selecting the circles in consecutive order from top to top, creating an hourglass shape. The solid on the right was created by selecting the two larger circles first from top to top; the smaller, intermediate circle was selected last. This selection order created a hollowed-out shape with more vertical sides.

In addition to the selection order, several other settings affect the shape of a solid created by the Loft command. In the contour-map example, you selected a setting in the Loft Settings dialog box (Figure 22.59). This dialog box appears when you select the Cross Section Only option after you've selected a set of cross sections.

The order in which you select the cross sections affects the result of the Loft command.

Figure 22.58. The order in which you select the cross sections affects the result of the Loft command.

Loft Settings: Smooth Fit

Figure 22.59. Loft Settings: Smooth Fit

You can radically affect the way the Loft command forms a surface or a solid through the options in this dialog box, so it pays to understand what those settings do. Take a moment to study the following sections that describe the Loft Settings dialog box options.

Ruled and Smooth Fit

The Ruled option connects the cross sections with straight surfaces, as shown in the sample to the left in Figure 22.60.

Samples of a Ruled loft at left and a Smooth Fit loft on the right

Figure 22.60. Samples of a Ruled loft at left and a Smooth Fit loft on the right

The Smooth Fit option connects the cross sections with a smooth surface. It attempts to make the best smooth transitions between the cross sections, as shown in the right image in Figure 22.60.

Normal To

Normal To is a set of four options presented in a drop-down list. To understand what this option does, you need to know that normal is a mathematical term referring to a direction that is perpendicular to a plane, as shown in Figure 22.61. In these options, Normal refers to the direction the surface takes as it emerges from a cross section.

A normal is a direction perpendicular to a plane.

Figure 22.61. A normal is a direction perpendicular to a plane.

If you use the All Cross Sections option, the surfaces emerge in a perpendicular direction from all the cross sections, as shown in the first image in Figure 22.62. If you use the End Cross Section option, the surface emerges in a direction that is perpendicular to just the end cross section, as shown in the second image in Figure 22.62. The Start Cross Section option causes the surface to emerge in a direction perpendicular to the start cross section. The Start And End Cross Sections option combines the effect of the Start Cross Section and End Cross Section options.

Samples of the Normal To options applied to the same set of cross sections

Figure 22.62. Samples of the Normal To options applied to the same set of cross sections

Draft Angles

The Draft Angles option affects only the first and last cross sections. This option generates a smooth surface with added control over the start and end angle. Unlike the Normal To option, which forces a perpendicular direction to the cross sections, Draft Angles allows you to set an angle for the surface direction. For example, if you set Start Angle to a value of 0, the surface will bulge outward from the start cross section, as shown in the first image of Figure 22.63.

The Draft Angle options

Figure 22.63. The Draft Angle options

Likewise, an End Angle setting of 0 will cause the surface to bulge at the end cross section (see the second image in Figure 22.63).

The Start and End Magnitude settings let you determine a relative strength of the bulge. The right image in Figure 22.63 shows a Draft Angle of 0 and magnitude of 50 for the last cross section.

Close Surface or Solid and Preview Changes

The Close Surface Or Solid option is available only when the Smooth Fit option is selected. It causes the first and last cross section objects to be connected so the surface or solid loops back from the last to the first cross section. Figure 22.64 shows the cross sections at the left, a smooth version in the middle, and a smooth version with the Close Surface Or Solid option turned on. The Close Surface option causes the solid to become a tube.

The Preview Changes option lets you see in real time the effects of the Loft Settings dialog box options.

The Close Surface Or Solid option connects the end and the beginning cross sections.

Figure 22.64. The Close Surface Or Solid option connects the end and the beginning cross sections.

Moving Objects in 3D Space

AutoCAD provides three tools specifically designed for moving objects in 3D space: Align, 3D Move, and 3D Rotate. You can find all three commands in the Home tab's Modify panel. These tools help you perform some of the more common moves associated with 3D editing.

Moving Objects in 3D Space
Aligning Objects in 3D Space

In mechanical drawing, you often create the parts in 3D and then show an assembly of the parts. The Align command can greatly simplify the assembly process. The following steps show how to use Align to line up two objects at specific points:

  1. Open the Align drawing from the Chapter 22 folder of the sample files.

  2. Aligning Objects in 3D Space
  3. At the Select objects: prompt, select the 3D wedge-shaped object. (The source object is the object you want to move.)

  4. At the Specify base point or [Copy]: prompt, pick a point on the source object that is the first point of an alignment axis, such as the center of a hole or the corner of a surface. For the Align drawing, use the upper-left corner of the wedge.

  5. At the Specify second point or [Continue] : prompt, pick a point on the source object that is the second point of an alignment axis, such as another center point or other corner of a surface. For this example, select the other top corner of the wedge.

  6. At the Specify third source point or [continue] : prompt, you can press

    Aligning Objects in 3D Space
  7. At the Specify first destination point: prompt, pick a point on the destination object to which you want the first source point to move. (The destination object is the object with which you want the source object to align.) This is the top corner of the rectangular shape. (See the first destination point in Figure 22.65.)

  8. At the Specify second destination point or [eXit]: prompt, pick a point on the destination object indicating how the first and second source points are to align in relation to the destination object. (See the second destination point in Figure 22.65.)

  9. If you picked a third source point in step 6, you're prompted for a third destination point. Pick a point on the destination object that, along with the previous two destination points, describes the plane with which you want the source object to be aligned. (See the third destination point in Figure 22.65.) The source object will move into alignment with the destination object.

  10. If you pressed

    Aligning Objects in 3D Space
Aligning two 3D objects

Figure 22.65. Aligning two 3D objects

Moving an Object in 3D

In Chapter 21, you saw how you can use the grip tool to help restrain the motion of an object in the X, Y, or Z axis. AutoCAD offers a Move command specifically designed for 3D editing that includes a grip tool to restrain motion.

You don't need to perform these steps as an exercise. You can try the command on your own when you need to use it.

Here's how it works:

  1. Click the 3D Move tool in the Home tab's Modify panel.

    Moving an Object in 3D

You can also enter 3dmove

Moving an Object in 3D
  1. Select the object or set of objects you want to move, and press

    Moving an Object in 3D
  2. Select a base point for the move. The grip tool remains fixed at the base point.

  3. Point to the X, Y, or Z axis of the grip tool and click it. As you move the cursor, the motion of your selected objects is restrained to the selected axis.

  4. Enter a distance along the axis, or click a point to complete the move.

The grip tool

Figure 22.66. The grip tool

Rotating an Object in 3D

The 3D Rotate command is another command that is like an extension of its 2D counterpart. With 3D Rotate, a rotate grip tool appears that restrains the rotation about the X, Y, or Z axis.

You don't need to perform these steps as an exercise. You can try the command on your own when you need to use it.

Here's how it works:

  1. Click the 3D Rotate tool in the Home tab's Modify panel. You can also enter 3drotate

    Rotating an Object in 3D
    Rotating an Object in 3D
  2. Select the object or objects you want to rotate and then press

    Rotating an Object in 3D
    The Rotate Grip tool

    Figure 22.67. The Rotate Grip tool

  3. At the Specify a base point: prompt, select a point about which the selected objects are to be rotated.

  4. Point to the colored circle that represents the axis of rotation for your objects. A line appears, representing the axis of rotation. When you're happy with the selected axis, click the mouse.

  5. At the Specify angle start point: prompt, you can enter an angle value or click a point. You can use the Shift key or Ortho mode to restrain the direction to 90°.

  6. At the Specify angle end point: prompt, enter an angle value or click another point for the rotation angle.

Getting around in Your Model

Before you finish this chapter, there is one more feature you'll want to know about. The SteeringWheels feature collects a number of viewing tools in one interface. You can open SteeringWheels by clicking the SteeringWheels tool in the View tab's Navigate panel (Figure 22.68).

The Steering-Wheels tool

Figure 22.68. The Steering-Wheels tool

You can also type Navswheel

The Steering-Wheels tool

The SteeringWheels options are fairly self-explanatory. Just be aware that you need to use a click-and-drag motion to use them. To pan your view, click and drag the Pan option on the SteeringWheels. To zoom, click and drag the Zoom option. The Orbit option lets you revolve your view about your model. The Look option swivels your point of view around your model as if you were standing still and moving your "camera" around.

The Center option is a bit less obvious, but it is an important tool for the SteeringWheels. Click and hold the Center option and then drag the circular cursor that appears onto a 3D object. In any visual style other than 2D Wireframe, you will see a green sphere that indicates the center of your view for the Orbit option. Place this green sphere on the object at the desired center of your orbit. For example, if you want to use the Orbit option to look at all sides of a cube, click and drag the Center option so that the green sphere is at the center of the cube. Release the mouse button when you've placed the sphere where you want it (Figure 22.69).

Placing the green sphere of the Center option

Figure 22.69. Placing the green sphere of the Center option

If you are in a 2D Wireframe view, you will have to place the cursor on the edge of the object before you'll see the green sphere.

The Walk option works in a way similar to the Walk tool in the Tools tab's Animation panel (see Chapter 21 for more on the Walk tool). Click and drag the Walk option and you'll see a blue dot and a cursor arrow that points in a direction away from the dot (Figure 22.70). Your view moves smoothly in the direction of the arrow as if to follow the arrow.

Using the Walk tool

Figure 22.70. Using the Walk tool

The Rewind option literally rewinds the views you've seen while using the SteeringWheels feature. Click and drag the Rewind option and you see a series of panels like movie frames in a video editing program (Figure 22.71).

The frames of the Rewind option

Figure 22.71. The frames of the Rewind option

As you move the mouse from right to left, the views in the AutoCAD drawing area are played back smoothly in reverse order. Move left to right to move forward in time through the views. This is especially helpful if your model has accidentally shifted out of view. You can roll back your views to one before the model flew out of view.

SteeringWheels offers a number of options in a right-click menu. This menu can also be opened by clicking the arrowhead in the lower-right corner of the wheel. Most of these right-click menu options are self-explanatory, but a few of them are worth a brief description.

If you click the Basic Wheels option in the SteeringWheels right-click menu, you'll see Tour Building and View Object (Figure 22.72). These are variations on the basic SteeringWheels wheel and offer a pared-down set of options for the two types of viewing options indicated by the name of the wheels.

Variations of the SteeringWheels wheel

Figure 22.72. Variations of the SteeringWheels wheel

You'll also see mini versions available for the wheels from the SteeringWheels menu. The mini-versions are much smaller and they do not have labels indicating the options. Instead, you see segmented circles. Each segment of the circle is an option. Tool tips appear when you point at a segment, telling you what option that segment represents. Other than that, the mini-versions work the same as the full-size wheels.

The SteeringWheels feature takes a little practice, but once you've become familiar with it, you may find that you use it frequently when studying a 3D model. Just remember that the tools all require a click-and-drag motion to use effectively.

The Bottom Line

Master the User Coordinate System

The User Coordinate System (UCS) is a vital key to editing in 3D space. If you want to master 3D modeling, you should become familiar with this tool.

Master It

Name some of the predefined UCS planes.

Understand the UCS options

You can set up the UCS orientation for any situation. It isn't limited to the predefined settings.

Master It

Give a brief description of some of the ways you can set up a UCS.

Use viewports to aid in 3D drawing

In some 3D modeling operations, it helps to have several different views of the model through the Viewports feature.

Master It

Name some of the predefined standard viewports offered in the Viewports dialog box.

Create complex 3D surfaces

You aren't limited to straight, flat surfaces in AutoCAD. You can create just about any shape you want, including curved surfaces.

Master It

What tool did you use in this chapter's chair exercise to convert a surface into a solid?

Create spiral forms

Spiral forms frequently occur in nature, so it's no wonder that we often use spirals in our own designs. Spirals are seen in screws, stairs, and ramps as well as other man-made forms.

Master It

Name the commands used in the "Creating Spiral Forms" example, and name two elements that are needed to create a spiral.

Create surface models

You can create a 3D surface by connecting a series of lines that define a surface contour. You can create anything from a 3D landscape to a car fender using this method.

Master It

What is the tool used to convert a series of lines into a 3D surface?

Move objects in 3D space

You can move objects in 3D space using tools that are similar to those for 2D drafting. But when it comes to editing objects, 3D modeling is much more complex than 2D drafting.

Master It

What does the rotate grip tool do?

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