CADian Training Manual Step III. 3D Modeling

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1 CADian Training Manual Step III 3D Modeling

2 Index Page No. Introduction 3 Viewing 3D objects 4 Vpoint 4 DDvpoint 5 Surface Modeling 7 3Dface 7 Pface 8 Mesh 9 Pedit 11 Rule Surf 13 Tab Surf 14 Revsurf 15 EdgeSurf 16 3D Surfaces 17 Wedge 17 Pyramid 18 Box 21 Sphere 21 Dish 22 Dome 22 Cone 23 Cylinder 24 Torus 24 User Coordinate System 25 Rotate3D 28 Mirror 3D 31 3D Array 34 Align 36 Create 3d Solids 38 Box 38 Wedge 40 Pyramid 42 Cylinder 45 Cone 47 Sphere 48 Dish 49 Dome 49 Torus 50

3 Index Page No. Advanced Solid Creation 51 Extrude 51 Revolve 53 Basic Edit Operations on Solids 54 Slice 54 Section 57 Interfere 58 Boolean Operations on Solids 59 Union 59 Subtract 60 Intersect 61 Advance Editing of Solids (Solid Edit) 62 Faces 63 Extrude Faces 63 Move Faces 65 Offset Faces 66 Delete Faces 67 Rotate Faces 68 Taper Faces 69 Copy Faces 70 Color Faces 71 Edges 72 Copy Edges 72 Color Edges 73 Body 74 Shell 75 Imprint 75 Clean 76 Separate 76 Check 77 Render& Shade 78 Hide 78 Shade 78 Render 79 Full Render 79 Material 80 Light 81

4 3D Modeling Introduction Although 3D models can be more difficult and time-consuming to create than 3D views of 2D objects, 3D modeling has several advantages. You can View the model from any vantage point Remove hidden lines and do realistic shading Check interference Export the model to create an animation CADian supports three types of 3D modeling: wireframe, surface, and solid. Each type has its own creation and editing techniques. A Wireframe model is a skeletal description of a 3D object. There are no surfaces in a wireframe model; it consists only of points, lines, and curves that describe the edges of the object. With CADian you can create wireframe models by positioning 2D (planar) objects anywhere in 3D space. Because each object that makes up a wireframe model must be independently drawn and positioned, this type of modeling can be the most timeconsuming. Surface modeling is more sophisticated than wireframe modeling in that it defines not only the edges of a 3D object, but also its surfaces. The CADian surface modeler defines faceted surfaces using a polygonal mesh. Because the faces of the mesh are planar, the mesh can only approximate curved surfaces. Solid modeling is the easiest type of 3D modeling to use. With the CADian solid modeler, you can make 3D objects by creating basic 3D shapes: boxes, cones, cylinders, spheres, wedges, and torus. You can then combine these shapes to create more complex solids by joining or subtracting them or finding their intersecting (overlapping) volume. You can also create solids by sweeping a 2D object along a path or revolving it about an axis.

5 Viewing 3D objects To determine the point or angle in model space, you can Choose a preset 3D view from a toolbar. Enter a coordinate or angles that represent your viewing location in 3D. Change the 3D view dynamically with your pointing device. Viewing in 3D is available only in model space. If you are working in paper space, you cannot use VPOINT, DVIEW, 3DORBIT, or PLAN to define paper space views. The view in paper space is always a plan view. Vpoint Command line: Vpoint You can define a viewing direction by entering the coordinate values of a point or the measures of two angles of rotation. Command: vpoint Plan/Rotate/<View point> <0,0,1>: View Point Using the X,Y,Z coordinate you enter, creates a vector that defines a direction from which the drawing can be viewed. The view defined is as if the viewer is looking from the point back at the origin (0,0,0). Rotate Specifies a new viewing direction using two angles. The first angle is specified with respect to the X axis, in the XY plane and second angle is specified up or down from the XY plane. Angle in XY plane from X axis <current>: Specify an angle Angle from XY plane <current>: Specify an angle Plan Will set the current view to plan view i.e. Top view.

6 Ddvpoint Pull Down Menu: View => Dynamic View Control Command line: DDVpoint You can even specify the Viewpoint using Dialog box by giving command DDVpoint. Rotation Rotates the view along the Axis by an angle specified by Change By Value. We can rotate the view along the X, Y or Z-axis. Same is illustrated in the diagram shown below: If we rotate the view along X direction than Y and Z axis will rotated along X direction keeping X axis Fixed using Right hand screw rule. Same holds for rotating view along Y and Z direction respectively.

7 Pan Will pan the view along the direction specifies. Zoom Zoom Extents Will zoom the current view to the maximum extent of the current display. Zoom In Will magnify the current view to a particular scale. Zoom Out Will zoom out the current view to a particular scale. Update Drawing display Will keep updating the view as we keep changing the view within Dialog. If checked off the display will be updated only after we click OK in the Dialog box.

8 3Dface Surface Modeling Pull Down Menu: Insert => 3D Entities => Face Command line: 3DFace 3DFACE creates a three- or four-sided surface anywhere in 3D space. You can specify different Z coordinate values for each corner point of a 3D face, but if you do, the 3D face cannot be extruded. 3DFACE differs from SOLID, which creates a three- or foursided surface that is parallel to the current user coordinate system (UCS) and cannot use different Z coordinate values for each corner point. Also, 3DFACE creates a surface that is not filled in; SOLID creates a filled-in surface. Command: 3Dface Invisible edge/<first point of 3D face>: First Point Defines the start point for the 3D surface. After entering the first point, enter the remaining points in a natural clockwise or counterclockwise order to create a normal 3D face. If you locate all four points on the same plane, CADian creates a planar face that is similar to a region object. When you shade or render the object, planar faces are filled. Invisible Edge Controls which edges of a 3D face are visible, allowing for accurate modeling of objects with holes. Entering I or Invisible before the first point of an edge makes the edge invisible. Eg. Command:3dface Invisible edge/<first point of 3D face>: 1 Invisible edge/<second point>: 2 Invisible edge/<third point of 3D face>: i Third point of 3D face: 3 Invisible edge/<last point>:4 Invisible edge/<third point of 3D face>: 5 Invisible edge/<last point>: 6 Invisible edge/<third point of 3D face>:7

9 Pface Pull Down Menu: Insert => 3D Entities => Polyface Mesh Command line: RulSurf A polyface mesh is similar to a 3D mesh. Each mesh is constructed vertex by vertex, so you can create irregular surface shapes. You define a polyface mesh by specifying each vertex and then associating those vertices with faces in the mesh. You edit a polyface mesh as a unit. Command: Pface First vertex for polyface mesh: Mesh vertex 2: Pick 1 Mesh vertex 3: Pick 2 Mesh vertex 4: Pick 3 Mesh vertex 5: Pick 4 Mesh vertex 6: Pick 5 Mesh vertex 7: Pick 6 Mesh vertex 8: Pick 7 Mesh vertex 9: Pick 8 Mesh vertex 10: Pick 9 Mesh vertex 11: Pick 10 Color/Layer/<Face 1, vertex 1>: 1 Color/Layer/<Face 1, vertex 2>: 2 Color/Layer/<Face 1, vertex 3>: 3 Color/Layer/<Face 1, vertex 4>: 4 Color/Layer/<Face 1, vertex 5>: Color/Layer/<Face 2, vertex 1>: 3 Color/Layer/<Face 2, vertex 2>: 4 Color/Layer/<Face 2, vertex 3>: 5 Color/Layer/<Face 2, vertex 4>: 6

10 Color/Layer/<Face 2, vertex 5>: Color/Layer/<Face 3, vertex 1>: 5 Color/Layer/<Face 3, vertex 2>: 6 Color/Layer/<Face 3, vertex 3>: 7 Color/Layer/<Face 3, vertex 4>: 8 Color/Layer/<Face 3, vertex 5>: Color/Layer/<Face 4, vertex 1>: 7 Color/Layer/<Face 4, vertex 2>: 8 Color/Layer/<Face 4, vertex 3>: 9 Color/Layer/<Face 4, vertex 4>: 10 Color/Layer/<Face 4, vertex 5>: Color/Layer/<Face 5, vertex 1>: Mesh Pull Down Menu: Insert => 3D Entities => Polygon Mesh Command line: Mesh Creates a free form polygon mesh. CADian defines a polygon mesh by a matrix, the size of which is determined by M and N size values. M N equals the number of vertices that you must specify. Specify location for vertex (0, 0): Enter a 2D or 3D coordinate CADian defines the location of each vertex in the mesh by m and n, the row and column indices of the vertex. Defining vertices begins with vertex (0,0). You must supply the coordinate locations for each vertex in row m before specifying vertices in row m + 1. Vertices may be any distance from each other. The M and N orientation of a mesh depends on the position of its vertices. 3DMESH polygon meshes are always open in both M and N directions. You can close a mesh with PEDIT.

11 Command: mesh Number of vertices along primary mesh axis (between 2 and 256): 5 Vertices along secondary mesh axis (between 2 and 256): 4 Vertex (1, 1): Pick 1 Vertex (1, 2): Pick 2 Vertex (1, 3): Pick 3 Vertex (1, 4): Pick 4 Vertex (2, 1): Pick 5 Vertex (2, 2): Pick 6 Vertex (2, 3): Pick 7 Vertex (2, 4): Pick 8 Vertex (3, 1): Pick 9 Vertex (3, 2): Pick 10 Vertex (3, 3): Pick 11 Vertex (3, 4): Pick 12 Vertex (4, 1): Pick 13 Vertex (4, 2): Pick 14 Vertex (4, 3): Pick 15 Vertex (4, 4): Pick 16 Vertex (5, 1): Pick 17 Vertex (5, 2): Pick 18 Vertex (5, 3): Pick 19 Vertex (5, 4): Pick 20

12 Pedit Pull Down Menu: Modify => Edit Polyline Command line: Pedit Edits 3D Mesh Command: PEdit Select polyline to edit: Edit polyline: Edit vertices/desmooth/mclose/nclose/undo/<exit>: Mclose and Nclose are replaced by Mopen and Nopen if the polygon mesh is currently closed in the M or N direction. Edit Vertex Edits individual vertices of a polygon mesh that can be seen as a rectangular M N array, where M and N are the dimensions specified in 3DMESH. Enter an option [Next/Previous/Left/Right/Up/Down/Move/REgen/eXit <current>: Enter an option or press ENTER Pressing ENTER accepts the current default, which is either Next or Previous. Next Moves the X marker to the next vertex. The marker does not wrap around from the end to the start of the mesh, even if the mesh is closed. Previous Moves the X marker to the previous vertex. The marker does not wrap around from the start to the end of the mesh, even if the mesh is closed. Left Moves the X marker to the previous vertex in the N direction. The marker does not wrap around from the start to the end of the mesh, even if the mesh is closed. Right Moves the X marker to the next vertex in the N direction. The marker does not wrap around from the end to the start of the mesh, even if the mesh is closed. Up Moves the X marker to the next vertex in the M direction. The marker does not wrap around from the end to the start of the mesh, even if the mesh is closed.

13 Down Moves the X marker to the previous vertex in the M direction. The marker does not wrap around from the start to the end of the mesh, even if the mesh is closed. Move Repositions the vertex and moves the editing mark. Specify new location for marked vertex: Specify a point Regen Regenerates the polygon mesh. Exit Exits Edit Vertex mode. Smooth Surface Fits a smooth surface. The SURFTYPE system variable controls the type of surface this option fits. Desmooth Restores the original control-point polygon mesh. Mclose Closes the M-direction polylines if the polygon mesh is open in the M direction. Mopen Opens the M-direction polylines if the polygon mesh is closed in the M direction. Nclose Closes the N-direction polylines if the polygon mesh is open in the N direction. Nopen Opens the N-direction polylines if the polygon mesh is closed in the N direction. Undo Reverses operations as far back as the beginning of the PEDIT session.

14 Rule Surf Pull Down Menu: Insert => 3D Entities => Ruled Surface Command line: RulSurf RULESURF constructs a polygon mesh representing the ruled surface between two curves. The objects you select define the edges of the ruled surface. The objects can be points, lines, splines, circles, arcs, or polylines. If one of the boundaries is closed, then the other boundary must also be closed. You can use a point as the other boundary for either an open or a closed curve, but only one of the boundary curves can be a point. The 0,0 vertex is the endpoint of each curve nearest the point you used to select that curve. Command: Rulesurf Select entity to define first end of ruled surface: Select entity to define other end: Selecting objects at the same ends creates a polygon mesh. Selecting objects at opposite ends creates a self-intersecting polygon mesh.

15 Tab Surf Pull Down Menu: Insert => 3D Entities => Extruded Surface Command line: TabSurf TABSURF constructs a polygon mesh representing a general tabulated surface defined by a path curve and a direction vector. Command: : tabsurf Select entity to extrude: Select line or open polyline for extrusion path: The path curve defines the surface of the polygon mesh. It can be a line, arc, circle, ellipse, or 2D or 3D polyline. CADian draws the surface starting at the point on the path curve closest to the selection point. Eg. Command: : tabsurf Select entity to extrude: Select E1 Select line or open polyline for extrusion path: Select E2

16 Revsurf Pull Down Menu: Insert => 3D Entities => Extruded Surface Command line: TabSurf REVSURF constructs a polygon mesh approximating a surface of revolution by rotating a path curve or profile (lines, circles, arcs, ellipses, elliptical arcs, polylines, or splines, closed polylines, polygons, closed splines, or donuts) about a specified axis. Command: revsurf Select a linear entity to revolve: Select the axis of revolution: Angle to begin surface of revolution <0>: Degrees to revolve entity (+ for ccw, - for cw <360>: Start Angle If set to a nonzero value, begins the surface of revolution at an offset from the generating path curve. Included Angle Specifies how far about the axis of revolution the surface extends. Specifying a start angle begins the surface of revolution at an offset from the generating path curve. The included angle is the distance through which the path curve is swept. Entering an included angle that is less than a full circle prevents the circle from closing.

17 EdgeSurf Pull Down Menu: Insert => 3D Entities => Coons Surface Command line: EdgeSurf EDGESURF constructs a three-dimensional (3D) polygon mesh approximating a Coons surface patch mesh from four adjoining edges. A Coons surface patch mesh is a bicubic surface interpolated between four adjoining edges (which can be general space curves). The Coons surface patch mesh not only meets the corners of the defining edges, but also touches each edge, providing control over the boundaries of the generated surface patch. Command: Edgesurf Select the first of four connected linear entities for edge surface: Select second edge: Select third edge: Select last edge:

18 3D Surfaces 3D creates three-dimensional polygon mesh objects in common geometric shapes, including boxes, cones, spheres, tori, wedges, and pyramids. When you use 3D to construct polygon mesh objects, the resulting objects are surfaces that can be hidden, shaded, or rendered. Command: 3d Wedge/Pyramid/Box/Cone/cylinder / Sphere/ DIsh/ Dome /Torus/ Mesh: Wedge Creates a right-angle, wedge-shaped polygon mesh with a sloped face tapering along the X axis. Command: 3d Wedge/Pyramid/Box/Cone/cylinder / Sphere/ DIsh/ Dome /Torus/ Mesh: W Corner of wedge <x,y>: Pick the base point Length of side: Specify Length Width of wedge: Specify Width Height of wedge: Specify Height Rotation angle for wedge: 0The base point for the rotation is the corner point of the wedge. If you enter 0, the wedge remains orthogonal to the current UCS plane.

19 Pyramid Creates a pyramid or a tetrahedron polygon mesh. In Pyramid base is defined by four points, while in tetrahedron base is defined as three points. Command: 3d Wedge/Pyramid/Box/Cone/cylinder / Sphere/ DIsh/ Dome /Torus/ Mesh: P Pyramid can be further classified in to three type based on how you would the top of the pyramid to be i.e. 1. Apex 2. Top 3. Ridge Apex Here all the four edge of the base of a pyramid converges to a point, i.e. Apex point. Command: 3d Wedge/Pyramid/Box/Cone/cylinder / Sphere/ DIsh/ Dome /Torus/ Mesh: P First point for base of pyramid: Pick 1 Second point: Pick 2 Third point: Pick 3 Tetrahedron/<Last point for base>: Pick 4 Ridge/Top surface/<apex of pyramid>: Pick 5 Top Here four edges of the base of a pyramid converge to the corresponding four edges specified on the top.

20 Command: 3d Wedge/Pyramid/Box/Cone/cylinder / Sphere/ DIsh/ Dome /Torus/ Mesh: P First point for base of pyramid: Pick 1 Second point: Pick 2 Third point: Pick 3 Tetrahedron/<Last point for base>: Pick 4 Ridge/Top surface/<apex of pyramid>: t First point on top surface of pyramid: Pick 5 Second point: Pick 6 Third point: Pick 7 Last point of top surface: Pick 8 Ridge Here four edges of the base of a pyramid converge to the two edges specified on the top. Command: 3d Wedge/Pyramid/Box/Cone/cylinder / Sphere/ DIsh/ Dome /Torus/ Mesh: P First point for base of pyramid: Pick 1 Second point: Pick 2 Third point: Pick 3 Tetrahedron/<Last point for base>: Pick 4 Ridge/Top surface/<apex of pyramid>: r Start of ridge: Pick 5 End of ridge: Pick 6 Tetrahedron Pyramid can be further classified in to three type based on how you would the top of the pyramid to be i.e. 1. Apex 2. Top

21 Apex Here all the three edge of the base of a tetrahedron converges to a point, i.e. Apex point. Command: 3d Wedge/Pyramid/Box/Cone/cylinder / Sphere/ DIsh/ Dome /Torus/ Mesh: P First point for base of pyramid: Pick 1 Second point: Pick 2 Third point: Pick 3 Tetrahedron/<Last point for base>: T Top surface/<apex of tetrahedron>: Pick 4 Top Here three edges of the base of a tetrahedron converge to the corresponding three edges specified on the top. Command: 3d Wedge/Pyramid/Box/Cone/cylinder / Sphere/ DIsh/ Dome /Torus/ Mesh: P First point for base of pyramid: Pick 1 Second point: Pick 2 Third point: Pick 3 Tetrahedron/<Last point for base>: t First point on top surface of tetrahedron: Pick 5 Second point: Pick 6 Last point of top surface: Pick 8

22 Box Creates a 3D box polygon mesh. The base of the box is always parallel to XY plane of the current UCS. User need to specify the base point and then provide all the three dimensions of the box, i.e. Length, Width and height. The box will be drawn with the base plane parallel to current XY plane. E.g. Command: 3d Wedge/Pyramid/Box/Cone/cylinder / Sphere/ DIsh/ Dome /Torus/ Mesh: B Center/<Corner of box> <0,0,0>: Specify Corner point. Cube/Length/<Opposite corner>: L Length of side of box: 6 Width of box: 4 Height of box: 4 Sphere Create a spherical surface based on a center point and a radius or diameter. Its latitudinal lines are parallel to the XY plane, and the central axis is coincident with the Z-axis of the current UCS. E.g. Command: 3D Wedge/Pyramid/Box/Cone/cylinder / Sphere/ DIsh/ Dome /Torus/ Mesh: S Center of sphere: Specify the Center of the sphere Diameter/<Radius of sphere>: Specify the Radius Number of longitudinal sections <16>: 32 Number of latitudinal sections <16>: 16

23 Dish Dish is the lower half of the Sphere. Hence the syntax of dish is exactly similar to that of sphere. Command: 3D Wedge/Pyramid/Box/Cone/cylinder / Sphere/ DIsh/ Dome /Torus/ Mesh: I Center of dish: Diameter/<Radius of dish>: 3 Number of longitudinal sections <16>: 32 Number of latitudinal sections <16>: 16 Dome Dome is the upper half of the Sphere. Hence the syntax of Dome is exactly similar to that of sphere. Command: 3D Wedge/Pyramid/Box/Cone/cylinder / Sphere/ DIsh/ Dome /Torus/ Mesh: D Center of Dome: Diameter/<Radius of Dome>: 3 Number of longitudinal sections <16>: 32 Number of latitudinal sections <16>: 16

24 Cone Will create a 3D Cone polygon mesh. Initial part of the command will resemble like Circle Center-Radius option. It will prompt user for Center and Radius, once specified it will ask for a specified Height or Radius of top surfaces defines how the cone will appear on the top. If the upper radius is given as 0 all the polygon mesh of cone will converge to a common point at specified height. If the Height is specified a Cone will be drawn in current XY plane at the specified center with specified height. Example: Command: 3d Wedge/Pyramid/Box/Cone/cyLinder/Sphere/DIsh/DOme/Torus/Mesh: c Center of base of cone: Specify the base point Diameter/<Radius of base>: Specify the base radius Diameter/<Radius of top surface> <0>: Specify radius at top Height of cone: Specify Height of cone Number of divisions around cone <16>: Specify the no of longitudinal polygon mesh

25 Cylinder Will create a cylindrical surface. Cylinder can be described as extrusion of a circle drawn in XY plane to a specified height. Hence the initial part of the command will resemble like Circle Center-Radius option. It will prompt user for Center and Radius, once specified it will ask for a specified If the Height is specified a Cylinder will be drawn in current XY plane at the specified center with specified height. Command: 3d Wedge/Pyramid/Box/Cone/cyLinder/Sphere/DIsh/DOme/Torus/Mesh: l Center of base of cylinder: 5,5 Diameter/<Radius of cylinder>: 2 Height of cylinder: 5 Number of divisions around cylinder <16>: 32 Torus You can use TORUS to create a ring-shaped surface similar to the inner tube of a tire. The torus is parallel to and bisected by the XY plane of the current UCS. Command: torus Center of whole torus: <0,0,0>: Specify center of the torus Diameter/<Radius of whole torus>: Specify Diameter value Diameter/<Radius of body of torus>: Specify Diameter value

26 User Coordinate System Pull Down Menu: Insert => 3D Entities => Coons Surface Command line: EdgeSurf The user coordinate system (UCS) is a movable coordinate system for coordinate entry, planes of operation, and viewing. Most CADian geometric editing commands are dependent on the location and orientation of the UCS; objects are drawn on the XY plane of the current UCS. The UCS command sets the orientation of the user coordinate system in threedimensional space. It defines the orientation for two-dimensional objects and the extrusion direction for the THICKNESS system variable. It also provides the axis of rotation for ROTATE and the default projection plane for specifying points. When you use the pointing device to locate a point, it's normally placed on the XY plane. If the UCS is rotated so that the Z axis lies in a plane parallel to the viewing plane that is, if the XY plane is edge-on to the viewer it may be difficult to visualize where the point will be located. In this case, the point will be located on a plane parallel to your viewing plane that also contains the UCS origin point. For example, if the viewing direction is along the X axis, coordinates specified with a pointing device will be located on the YZ plane, which contains the UCS origin point. Command: ucs?/3point/delete/entity/origin/previous/restore/save/view/x/y/z/zaxis/<world>: 3Point Specifies the new UCS origin and the direction of its positive X and Y axes. The Z axis follows by applying the right-hand rule. You can use this option to specify any possible coordinate system. Command: ucs?/3point/delete/entity/origin/previous/restore/save/view/x/y/z/zaxis/<world>: New origin < >: Point on positive X axis < >: Point in X-Y plane with positive Y value < >: Origin Defines a new UCS by shifting the origin of the current UCS, leaving the direction of its X, Y, and Z axes unchanged Command: ucs?/3point/delete/entity/origin/previous/restore/save/view/x/y/z/zaxis/<world>: New origin < >:

27 Entity Defines a new coordinate system based on a selected 3D object. The new UCS has the same extrusion direction (positive Z axis) as that of the selected object. Command: ucs?/3point/delete/entity/origin/previous/restore/save/view/x/y/z/zaxis/<world>: Select Entity for UCS definition: Select an object X / Y / Z Rotates the current UCS about a specified axis. Command: ucs?/3point/delete/entity/origin/previous/restore/save/view/x/y/z/zaxis/<world>: Specify rotation angle about n axis <0>: Specify an angle In the prompt, n is X, Y, or Z. Enter a positive or negative angle to rotate the UCS. CADian uses the right-hand rule to determine the positive direction of rotation around the axis. You can define any UCS by specifying an origin and one or more rotations around the X, Y, or Z axes Z Axis Defines a UCS with a particular positive Z axis. Command: ucs?/3point/delete/entity/origin/previous/restore/save/view/x/y/z/zaxis/<world>: Specify new origin point <0,0,0>: Specify a point Specify point on positive portion of Z-axis <current>: Specify a point Specify a new origin and a point that lies on the new positive Z axis. The Z axis option tilts the XY plane. View Establishes a new coordinate system with the XY plane perpendicular to your viewing direction (parallel to your screen). The UCS origin remains unchanged. Command: ucs?/3point/delete/entity/origin/previous/restore/save/view/x/y/z/zaxis/<world>: V Save Saves the current UCS to a specified name. Command: ucs?/3point/delete/entity/origin/previous/restore/save/view/x/y/z/zaxis/<world>:s Enter name to save current UCS or [?]: Enter a name or enter?

28 Restore Restores a saved UCS so that it becomes the current UCS. Restoring a saved UCS does not reestablish the viewing direction in effect when the UCS was saved. Command: ucs?/3point/delete/entity/origin/previous/restore/save/view/x/y/z/zaxis/<world>:r Enter name of UCS to restore or [?]: Enter a name or enter?? Lists names of user coordinate systems and provides the origin and X, Y, and Z axes for each saved UCS relative to the current UCS. If the current UCS is unnamed, it is listed as WORLD or UNNAMED, depending on whether it's the same as the WCS. UCS name(s) to list <*>: Enter a name list <World> Sets the current user coordinate system to the world coordinate system. The WCS is the basis for all user coordinate systems and cannot be redefined.

29 Rotate3D Pull Down Menu: Modify => 3D Rotate Command line: Rotate3d With ROTATE, you can rotate objects in 2D about a specified point. The direction of rotation is determined by the current UCS. ROTATE3D rotates objects in 3D about a specified axis. You can specify the axis of rotation using two points; an object; the X, Y, or Z axis; or the Z direction of the current view. To rotate 3D objects, you can use either ROTATE or ROTATE3D. Command: rotate3d Select entities to rotate: Select axis by: Entity/Last/View/Xaxis/Yaxis/Zaxis/<2 Points>: 2 Points Uses two points to define the axis of rotation. Pressing ENTER at the main ROTATE3D prompt displays the following prompts. Specifying a point at the main prompt skips the prompt for the first point. Specify the second rotation axis point: Pick P2 Reference/<Rotation Angle>: 90 Eg. Command: rotate3d Select entities to rotate: Select entities to rotate: Select axis by: Entity/Last/View/Xaxis/Yaxis/Zaxis/<2 Points>: Pick P1 Specify the second rotation axis point: Pick P2 Reference/<Rotation Angle>: 90

30 X/Y/Z Axis Aligns the axis of rotation with one of the axes (X, Y, or Z) that pass through the selected point. Eg. Command: rotate3d Select entities to rotate: Select entities to rotate: Select axis by: Entity/Last/View/Xaxis/Yaxis/Zaxis/<2 Points>: x Specify point on the X axis <0,0,0>: Reference/<Rotation Angle>: 90 Last Uses the last axis of rotation. Command: rotate3d Select entities to rotate: Select entities to rotate: Select axis by: Entity/Last/View/Xaxis/Yaxis/Zaxis/<2 Points>: L Reference/<Rotation Angle>: 90 View Aligns the axis of rotation with the viewing direction of the current viewport that passes through the selected point. Eg.

31 Command: rotate3d Select entities to rotate: Select entities to rotate: Select axis by: Entity/Last/View/Xaxis/Yaxis/Zaxis/<2 Points>: v Specify point on view direction axis <0,0,0>: Specify point on view direction axis <0,0,0>: Reference/<Rotation Angle>: 90 Entity Aligns the axis of rotation with the viewing direction of the current viewport that passes through the selected point. Command: Rotate3d Select entities to rotate: Select entities to rotate: Select axis by: Entity/Last/View/Xaxis/Yaxis/Zaxis/<2 Points>: e Select an arc, circle, ellipse, line, 2D or 3D-polyline segment: Select E1 Reference/<Rotation Angle>: 90

32 Mirror 3D Pull Down Menu: Modify => 3D Mirror Command line: Mirror3d With MIRROR3D, you can mirror objects along a specified mirroring plane. The mirroring plane can be one of the following: o The plane of a planar object o A plane parallel to the XY, YZ, or XZ plane of the current UCS that passes through a point you select o A plane defined by three points that you select Command: mirror3d Select entities: Select entities: Define mirror plane by: Entity/Last/View/Zaxis/XY/YZ/ZX/<3points>: 3 Points Defines the mirroring plane by three points. If you select this option by specifying a point, CADian does not display the First Point on Mirror Plane prompt. Eg. Command: mirror3d Select entities: Select entities: Define mirror plane by: Entity/Last/View/Zaxis/XY/YZ/ZX/<3points>: First point on plane: Pick P1 Second point on plane: Pick P2 Third point on plane: Pick P3 Delete original entities? <N>

33 XY/YZ/ZX Aligns the mirroring plane with one of the standard planes (XY, YZ, or ZX) through a specified point. Eg. The original entity is represented in blue color and mirrored object in red color, to avoid confusion. Command: mirror3d Select entities: Select entities: Define mirror plane by: Entity/Last/View/Zaxis/XY/YZ/ZX/<3points>: XY Point on XY plane <0,0,0>: Pick P1 Delete original entities? <N>: Z Axis Defines the mirroring plane by a point on the plane and a point normal to the plane. Eg. Command: mirror3d Select entities: Select entities: Define mirror plane by: Entity/Last/View/Zaxis/XY/YZ/ZX/<3points>: z Point on plane: Point on Z-axis (normal) of the plane: end Delete original entities? <N>:

34 Last Mirrors the selected objects about the last defined mirroring plane. Command: mirror3d Select entities: Select entities: Define mirror plane by: Entity/Last/View/Zaxis/XY/YZ/ZX/<3points>: L Delete original entities? <N>: View Aligns the mirroring plane with the viewing plane of the current viewport through a point. Command: mirror3d Select entities: Select entities: Define mirror plane by: Entity/Last/View/Zaxis/XY/YZ/ZX/<3points>: V Point on View plane <> : Delete original entities? <N>: Entity Uses the plane of a selected planar object as the mirroring plane. Command: mirror3d Select entities: Select entities: Define mirror plane by: Entity/Last/View/Zaxis/XY/YZ/ZX/<3points>: E Pick an entity that has an extrusion direction: Pick E1 Delete original entities? <N>:

35 3D Array Pull Down Menu: Modify => 3D Array Command line: 3DArray With 3DARRAY, you can create a rectangular array or a polar array of objects in 3D. In addition to specifying the number of columns (X direction) and rows (Y direction), you also specify the number of levels (Z direction). Command: 3darray Select entities to array: Select entities to array: Type of array: Polar/<Rectangular>: Rectangular Copies objects in a matrix of rows (X axis), columns (Y axis), and levels (Z axis). An array must have at least two rows or two columns or two levels. Positive values generate the array along the positive X, Y, and Z axes. Negative values generate the array along the negative X, Y, and Z axes. Eg. Command: 3darray Select entities to array: Select entities to array: Type of array: Polar/<Rectangular>: Number of rows in the array <1>: 5 Number of columns <1>: 4 Number of levels <1>: 3 Vertical distance between rows: 4 Horizontal distance between columns: 4 Depth between levels: 4

36 Polar Arrays selected objects about an axis of rotation defined by two points. Eg. Command: 3darray Select entities to array: Select entities to array: Type of array: Polar/<Rectangular>: p ENTER to specify angle between items/<number of items to array>: 8 Angle to array (+ for ccw, - for cw) <360>: Rotate entities around the array? No/<Yes>: Center of polar array: Pick P1 Specify second point along central axis of array: Pick P1

37 Align Pull Down Menu: Modify => 3D Array Command line: 3DArray We use ALIGN to move, rotate, or scale objects into alignment with other objects. Add source points to the objects you want to align, and add destination points to the objects to which you want the source objects to align. You can add up to three pairs of source and destination points to align an object. Eg. Command: Align Select entities: Select entities: Specify first source point: Pick S1 Specify first destination point: Pick D1 Specify second source point: Command: Align Select entities: Select entities: Specify first source point: Pick S1 Specify first destination point: Pick D1 Specify second source point: Pick S2 Specify second destination point: Pick D2 Specify third source point: Scale objects based on alignment points [Yes/No] <No>: If we say Yes to Scale objects based on alignment points, object will not only get alined with the specified destination point, but also gets scaled in such a way that both source point and the destination points meet each other.

38 Command: Align Select entities: Select entities: Specify first source point: Pick S1 Specify first destination point: Pick D1 Specify second source point: Pick S2 Specify second destination point: Pick D2 Specify third source point: Pick S3 Specify third destination point: Pick D3

39 Creating 3D Solids A solid object represents the entire volume of an object. Solids are the most informationally complete and least ambiguous of the 3D modeling types. Complex solid shapes are also easier to construct and edit than wireframes and meshes. Like meshes, solids are displayed as wireframes until you hide, shade, or render them. Additionally, you can analyze solids for their mass properties (volume, moments of inertia, center of gravity, and so on). You can export data about a solid object to applications such as NC (numerical control) milling or FEM (finite element method) analysis. By exploding a solid, you can break it down to mesh and wireframe objects. Box Pull Down Menu: Insert => 3D Entities => Box Command line: Box Creates a solid box. The base of the box is always parallel to XY plane of the current UCS. Command: Box or click on There are three different ways of drawing a box i.e. 1. Specifying Length, Width and Height. 2. Specifying two corners and Height 3. Cube: Where all the sides are equal. Length Width Height In this option user need to specify the base point and then provide all the three dimensions of the box, i.e. Length, Width and height. The box will be drawn with the base plane parallel to current XY plane. E.g. Command: Box Center/<Corner of box> <0,0,0>: Specify Corner point. Cube/Length/<Opposite corner>: L Length of side of box: 6

40 Width of box: 4 Height of box: 4 Opposite Corner This option prompts user to specify two opposite corners, the way it asks for command Rectangle. Once both the corner is specified, user will be prompted to specify the height. Box will be created with length and width equal to the corresponding x and y displacement between two specified corners, and height as specified by user. Command: Box Center/<Corner of box> <204,176,0>: Cube/Length/<Opposite corner>: Height of box: 3 Cube When we say cube, it is understood that all the side of the box has to be equal. Hence user needs to give only one length after specifying the starting point. Command: Box Center/<Corner of box> <202,172,0>: Cube/Length/<Opposite corner>: c Length of sides of cube: 4 NOTE: User needs to specify starting point for all options. Instead of starting point one can even specify the Center point. Center point indicates center of the box, both in terms of XY plane as well Z-axis.

41 Wedge Pull Down Menu: Insert => 3D Entities => Wedge Command line: Wedge Wedge is 3D solid with a sloped face tapering along the X-axis. If a box is sliced diagonally along X direction, you will get a shape similar to Wedge. Hence the command prompt for this command is similar to that of Box Command. There are three different ways of drawing a Wedge i.e. 4. Specifying Length, Width and Height. 5. Specifying two corners and Height 6. Cube: Where all the sides are equal. Length Width Height In this option user need to specify the base point and then provide all the three dimensions of the Wedge, i.e. Length, Width and height. The Wedge will be drawn with the base plane parallel to current XY plane. E.g. Command: Wedge Center/<Corner of Wedge> <0,0,0>: Specify Corner point. Cube/Length/<Opposite corner>: L Length of side of Wedge: 6 Width of Wedge: 4 Height of Wedge: 4 Opposite Corner This option prompts user to specify two opposite corners, the way it asks for command Rectangle. Once both the corner is specified, user will be prompted to specify the height. Wedge will be created with length and width equal to the corresponding x and y displacement between two specified corners, and height as specified by user.

42 Command: Wedge Center/<Corner of Wedge> <204,176,0>: Cube/Length/<Opposite corner>: Height of Wedge: 3 Cube When we say cube, it is understood that all the side of the Wedge has to be equal. Hence user needs to give only one length after specifying the starting point. Command: Wedge Center/<Corner of Wedge> <202,172,0>: Cube/Length/<Opposite corner>: c Length of sides of cube: 4 NOTE: User needs to specify starting point for all options. Instead of starting point one can even specify the Center point. Center point indicates center of the Wedge, both in terms of XY plane as well Z-axis.

43 Pyramid Pull Down Menu: Insert => 3D Entities => Pyramid Command line: Pyramid Creates a pyramid or a tetrahedron. In Pyramid base is defined by four points, while in tetrahedron base is defined as three points. Pyramid can be further classified in to three type based on how you would the top of the pyramid to be i.e. 1. Apex 2. Top 3. Ridge Apex Here all the four edge of the base of a pyramid converges to a point, i.e. Apex point. Command: _PYRAMID First point for base of pyramid: Pick 1 Second point: Pick 2 Third point: Pick 3 Tetrahedron/<Last point for base>: Pick 4 Ridge/Top surface/<apex of pyramid>: Pick 5 Top Here four edges of the base of a pyramid converge to the corresponding four edges specified on the top.

44 Command: _PYRAMID First point for base of pyramid: Pick 1 Second point: Pick 2 Third point: Pick 3 Tetrahedron/<Last point for base>: Pick 4 Ridge/Top surface/<apex of pyramid>: t First point on top surface of pyramid: Pick 5 Second point: Pick 6 Third point: Pick 7 Last point of top surface: Pick 8 Ridge Here four edges of the base of a pyramid converge to the two edges specified on the top. Command: Pyramid First point for base of pyramid: Pick 1 Second point: Pick 2 Third point: Pick 3 Tetrahedron/<Last point for base>: Pick 4 Ridge/Top surface/<apex of pyramid>: r Start of ridge: Pick 5 End of ridge: Pick 6

45 Tetrahedron Pyramid can be further classified in to three type based on how you would the top of the pyramid to be i.e. 1. Apex 2. Top Apex Here all the three edge of the base of a tetrahedron converges to a point, i.e. Apex point. Command: _PYRAMID First point for base of pyramid: Pick 1 Second point: Pick 2 Third point: Pick 3 Tetrahedron/<Last point for base>: T Top surface/<apex of tetrahedron>: Pick 4 Top Here three edges of the base of a tetrahedron converge to the corresponding three edges specified on the top. Command: _PYRAMID First point for base of pyramid: Pick 1 Second point: Pick 2 Third point: Pick 3 Tetrahedron/<Last point for base>: t First point on top surface of tetrahedron: Pick 5 Second point: Pick 6 Last point of top surface: Pick 8

46 Cylinder Pull Down Menu: Insert => 3D Entities => Cylinder Command line: Cylinder Will create a solid cylinder. Cylinder can be circular or Elliptical. Command: Cylinder or click on Circular Cylinder Circular cylinder can be described as extrusion of a circle drawn in XY plane to a specified height. Hence the initial part of the command will resemble like Circle Center-Radius option. It will prompt user for Center and Radius, once specified it will ask for a specified Height or Center of Second end. If the Height is specified a Cylinder will be drawn in current XY plane at the specified center with specified height. Center of Second End allows you specify the point where cylinder should end. Once the other end is specified a Cylinder is extruded along the path specified by Center and Second point, with height equal to distance between the same. Example: Command: Cylinder Elliptical/<Center of base of cylinder> <0,0,0>: Specify the Center point Diameter/<Radius of cylinder>: Specify Radius Center of second end/<height of cylinder>: Specify Height Command: Cylinder Elliptical/<Center of base of cylinder> <0,0,0>: Specify the Center point Diameter/<Radius of cylinder>: Specify Radius Center of second end/<height of cylinder>: c Center of second end: Specify the other end

47 Elliptical Cylinder Elliptical cylinder can be described as extrusion of a circle drawn in XY plane to a specified height. Hence the initial part of the command will resemble like Ellipse Command. The concept of Height or Center of second end is exactly similar to that of Circular Cylinder. Example Command: Cylinder Elliptical/<Center of base of cylinder> <0,0,0>: E Center/<First end of ellipse axis>: Specify First end Second end of ellipse axis>: Specify Other End <Other axis>: Specify Other Axis Center of second end/<height of cylinder>: Specify Height

48 Cone Pull Down Menu: Insert => 3D Entities => Cone Command line: Cone Will create a solid Cone. Cone can be circular or Elliptical. Circular Cone Initial part of the command will resemble like Circle Center-Radius option. It will prompt user for Center and Radius, once specified it will ask for a specified Height or Apex. If the Height is specified a Cone will be drawn in current XY plane at the specified center with specified height. Apex allows you specify the point where Cone should end. Once the other end is specified a Cone is extruded along the path specified by Apex point, with height equal to distance between the same. Example: Command: Cone Elliptical/<Center of base of Cone> <0,0,0>: Specify the Center point Diameter/<Radius of Cone>: Specify Radius Apex/<Height of Cone>: Specify Height Command: Cone Elliptical/<Center of base of Cone> <0,0,0>: Specify the Center point Diameter/<Radius of Cone>: Specify Radius Apex/<Height of Cone>: c Apex: Specify the other end

49 Elliptical Cone The initial part of the command will resemble like Ellipse Command. The concept of Height or Apex is exactly similar to that of Circular Cone. Example Command: Cone Elliptical/<Center of base of Cone> <0,0,0>: E Center/<First end of ellipse axis>: Specify First end Second end of ellipse axis>: Specify Other End <Other axis>: Specify Other Axis Apex/<Height of Cone>: Specify Height Sphere Pull Down Menu: Insert => 3D Entities => Sphere Command line: Sphere Create a solid sphere based on a center point and a radius or diameter. Its latitudinal lines are parallel to the XY plane, and the central axis is coincident with the Z-axis of the current UCS. E.g. Command: Sphere Center of sphere: Specify the Center of the sphere Diameter/<Radius of sphere>: Specify the Radius

50 Dish Pull Down Menu: Insert => 3D Entities => Dish Command line: Dish Dish is the lower half of the Sphere. Hence the syntax of dish is exactly similar to that of sphere. Command: _DISH Center of dish: Diameter/<Radius of dish>: 3 Dome Pull Down Menu: Insert => 3D Entities => Dish Command line: Dish Dome is the upper half of the Sphere. Hence the syntax of Dome is exactly similar to that of sphere. Command: _DOME Center of Dome: Diameter/<Radius of Dome>: 3

51 Torus Pull Down Menu: Insert => 3D Entities => Torus Command line: Torus You can use TORUS to create a ring-shaped Solid similar to the inner tube of a tire. The torus is parallel to and bisected by the XY plane of the current UCS. Command: Torus Center of whole torus: <0,0,0>: Specify center of the torus Diameter/<Radius of whole torus>: Specify Diameter value Diameter/<Radius of body of torus>: Specify Diameter value

52 Extrude Advanced Solid Creation Pull Down Menu: Insert => 3D Entities => Extrude Command line: Extrude Extrude command lofts a single closed 2D Entity and creates as 3D Solid. Lofting can done either by giving the height to loft or by specifying a path through which one would like to loft the entity. Extrusion by specifying Height This option prompts to select Entities and then prompts for Height, once both the information is provided, it lofts the selected entity to the specified height. E.g. Command: Extrude Select entities: Select the entities to extrude Select entities: Specify height of extrusion or Path: Specify Height Specify angle of taper for extrusion <0>: Specify Taper Angle If you specify the Taper angle other than 0, than the extruded object will be tapered with the specified Angle to Taper.

53 Note: Please take care that the tapering angle is valid only as long as no face of the object is interfering with each other. This may happen if the tapering angle or the height of extrusion is quite big. In such case the command will give error and come out without extruding the object. Extrusion by path In this option, user has to select the entities to extrude and the path along which it should be extruded.

54 Revolve Pull Down Menu: Insert => 3D Entities => Revolve Command line: Revolve This command will create a 3D Solid by revolving a Single Closed 2D Entity, along the axis specified by the user. Axis can be specified in three ways: 1. Axis specified by Object. 2. X Axis 3. Y Axis Axis Specified by the object This option selects an existing line or single segment of a Polyline that defines the axis about which to revolve the object. The positive axis direction is from the closest to the farthest endpoint of this line. Command: Revolve Select entities: Select Object Select entities: Specify start point for axis of revolution or define axis by Object/Xaxis/Yaxis: o Select line or planar Polyline: Select Axis Specify angle of revolution <360>: 180 By default angle of Rotation is 360, Object will rotate along the axis, using Right Hand Screw Rule where Thumb is point at the direction of the axis. X Axis Uses the positive X-axis of the current UCS as the positive axis direction. Y Axis Uses the positive Y-axis of the current UCS as the positive axis direction.

55 Slice Basic Solid Editing Pull Down Menu: Insert => 3D Entities => Slice Command line: Slice With SLICE, you can create a new solid by cutting the existing solid and removing a specified side. You can retain one or both halves of the sliced solids. The sliced solids retain the layer and color properties of the original solids. The default method of slicing a solid is to specify three points that define the cutting plane and then select which side to retain. You can also define the cutting plane by using another object, the current view, the Z-axis, or the XY, YZ, or ZX plane. 3Points 3Points option is the default option for slicing, where you define the cutting plane by specifying three points. Command: Slice Select entities: Select entities: Specify first point on section plane or Object/Zaxis/View/XY/YZ/ZX: Pick 1 Specify second point on plane: Pick 2 Specify third point on plane: Pick 3 Specify a point on desired side of the plane or both: Pick the side to retain (Pick 4)

56 XY, YZ, ZX Aligns the cutting plane with the XY/YZ/ZX plane of the current user coordinate system (UCS). Specifying a point defines the location of the cutting plane. Command: Slice Select entities: Select entities: Specify first point on section plane or Object/Z-axis/View/XY/YZ/ZX: xy Specify a point on the XY-plane <0,0,0>: Specify a point on desired side of the plane or both: Similarly we can have examples for YZ and ZX plane. Z-axis Defines the cutting plane by specifying a point on the plane and another point on the Z- axis (normal) of the plane. Command: Slice Select entities: Select entities: Specify first point on section plane or Object/Zaxis/View/XY/YZ/ZX: z Specify a point on the section plane: Pick 1 Specify a point on the Z-axis (normal) of the plane: Pick 2 Specify a point on desired side of the plane or both:

57 Object Aligns the cutting plane with a circle, ellipse, circular or elliptical arc, 2D Spline, or 2D Polyline segment. Command: Slice Select entities: Select entities: Specify first point on section plane or Object/Zaxis/View/XY/YZ/ZX: O Select a circle, ellipse, arc, 2D-spline, or 2D-polyline: Specify a point on desired side of the plane or both: View Aligns the cutting plane with the current viewport's viewing plane. Specifying a point defines the location of the cutting plane. Command: Slice Select entities: Select entities: Specify first point on section plane or Object/Z-axis/View/XY/YZ/ZX: v Specify a point on the current view plane <0,0,0>: Pick Pt Specify a point on desired side of the plane or both:

58 Section Pull Down Menu: Insert => 3D Entities => Section Command line: Section Section will just create a cross section through a solid, rather then cutting the solid as in slice. The options and syntax of section is very much similar to that of slice. Command: Section Select entities: Select entities: Specify first point on section plane or Object/Zaxis/View/XY/YZ/ZX: zx Specify second point on plane: Pick 2 Specify third point on plane: Pick 3 Specify a point on desired side of the plane or both: Pick the side to retain (Pick 4)

59 Interfere Pull Down Menu: Insert => 3D Entities => Section Command line: Section Creates a composite 3D solid from the common volume of two or more solids Interference will prompt for first set of Solid Objects and then for second set of Solid objects. Once both the sets are defined, it will check for the overlap of the first solid against that of the second solid. User has an option to create a solid, showing the interference. User even has an option to look at all the interferences, by highlight the interference one by one. Here we have selected the box as first set of entities and cylinders as second set of entities. Interference solid is created are shown in red color, you can highlight this interferences one by one by using highlight option. Command: Interfere Select first set of Acis objects: Select second set of Acis objects: Create interference solids? Yes/<No>: y Highlight pairs of interfering solids? Yes/<No>: y Enter an option: <Next pair>/exit: Enter an option: <Next pair>/exit: Enter an option: <Next pair>/exit: X

60 Union Boolean Operations on 3D Solids Pull Down Menu: Modify => Solid Editing => Union Command line: Union Combines the selected solids by addition. The resulting composite solid includes the volume enclosed by all of the selected solids. Command: Union Select ACIS objects to union: Select ACIS objects to union:

61 Subtract Pull Down Menu: Modify => Solid Editing => Subtract Command line: Subtract Combines selected solids by subtraction. Command: Subtract Select ACIS object to subtract from: Select ACIS object to subtract from: Select ACIS objects to subtract: Select ACIS objects to subtract:

62 Intersect Pull Down Menu: Modify => Solid Editing => Intersect Command line: Intersect Creates composite solids from the intersection of two or more solids and removes the areas outside of the intersection. INTERSECT calculates the overlapping area of two or more existing regions and the common volume of two or more existing solids. Command: Intersect Select ACIS object to intersect: Select ACIS object to intersect:

63 Advance Solid Editing (Solid Edit) Command line: Solidedit SolidEdit is a very important feature, which gives user an extra functionality of editing the Solid model created. Solid is a single body containing various faces, which can be further, classified to edges. Hence we can classify Solid edit into three levels: 1. Faces a) Extrude, Move or Offset Faces b) Delete Faces c) Rotate, Taper Faces d) Copy Faces e) Color Faces 2. Edges f) Copy Edges g) Color Edges 3. Body h) Shell i) Check j) Separate k) Imprint l) Clean

64 Faces You can edit your solid object by extruding, moving, rotating, offsetting, tapering, deleting, copying it, or changing the color of the faces. User can select faces by clicking on Edges, but an edge can represent more than one faces. Hence when you select an edge all the faces containing that edge will be selected. User can then remove the unwanted edge by using remove faces. Command: SolidEdit Enter a solids editing option: Face/Edge/Body/Undo/<eXit>: f Enter a face editing option: Extrude/Move/Rotate/Offset/Taper/Delete/Copy/coLor/Undo/<eXit>: Extrude Faces Pull Down Menu: Modify => Solid Editing => Extrude Faces Extrudes the faces of a solid to a particular value. User has an option of giving a tapering angle to the extrusion as well. One can even extrude the faces along a particular path. Extrude to a particular height Extrudes the selected face to a particular value. Command: SolidEdit Enter a solids editing option: Face/Edge/Body/Undo/<eXit>: f Enter a face editing option: Extrude/Move/Rotate/Offset/Taper/Delete/Copy/coLor/Undo/<eXit>: e Select faces: Remove/Undo/ALL: Specify height of extrusion or Path: 1 Specify angle of taper for extrusion <0>: Enter a face editing option: Extrude/Move/Rotate/Offset/Taper/Delete/Copy/coLor/Undo/<eXit>: Enter a solids editing option: Face/Edge/Body/Undo/<eXit>:

65 Extrude with tapering angle Tapering the selected face with a positive angle tapers the face inward, and a negative angle tapers the face outward. The default angle, 0, extrudes the face perpendicular to its plane. If you specify a large taper angle or a long extrusion height, you can cause the face to taper to a point before it reaches the extrusion height; CADian rejects the extrusion. Command: SolidEdit Enter a solids editing option: Face/Edge/Body/Undo/<eXit>: f Enter a face editing option: Extrude/Move/Rotate/Offset/Taper/Delete/Copy/coLor/Undo/<eXit>: e Select faces: Remove/Undo/ALL: Specify height of extrusion or Path: 1 Specify angle of taper for extrusion <0>: 15 Enter a face editing option: Extrude/Move/Rotate/Offset/Taper/Delete/Copy/coLor/Undo/<eXit>: Enter a solids editing option: Face/Edge/Body/Undo/<eXit>: Extrude along the path Extrudes the selected faces along the path. Command: SolidEdit Enter a solids editing option: Face/Edge/Body/Undo/<eXit>: f Enter a face editing option: Extrude/Move/Rotate/Offset/Taper/Delete/Copy/coLor/Undo/<eXit>: e Select faces: Remove/Undo/ALL: Specify height of extrusion or Path: p Select extrusion path: Enter a face editing option: Extrude/Move/Rotate/Offset/Taper/Delete/Copy/coLor/Undo/<eXit>: Enter a solids editing option: Face/Edge/Body/Undo/<eXit>:

66 Move Faces Pull Down Menu: Modify => Solid Editing => Move Faces Moves the selected face s of the solid to the specified location. Command: SolidEdit Enter a solids editing option: Face/Edge/Body/Undo/<eXit>: f Enter a face editing option: Extrude/Move/Rotate/Offset/Taper/Delete/Copy/coLor/Undo/<eXit>: m Select faces: Remove/Undo/ALL: Specify <Base Specify end Enter a face editing option: Extrude/Move/Rotate/Offset/Taper/Delete/Copy/coLor/Undo/<eXit>: Enter a solids editing option: Face/Edge/Body/Undo/<eXit>:

67 Offset Faces Pull Down Menu: Modify => Solid Editing => Offset Faces Offsets faces equally by a specified distance or through a specified point. A positive value increases the size or volume of the solid; a negative value decreases the size or volume of the solid. Command: SolidEdit Enter a solids editing option: Face/Edge/Body/Undo/<eXit>: f Enter a face editing option: Extrude/Move/Rotate/Offset/Taper/Delete/Copy/coLor/Undo/<eXit>: o Select faces: Remove/Undo/ALL: Specify offset distance: 1 Enter a face editing option: Extrude/Move/Rotate/Offset/Taper/Delete/Copy/coLor/Undo/<eXit>: Enter a solids editing option: Face/Edge/Body/Undo/<eXit>:

68 Delete Faces Pull Down Menu: Modify => Solid Editing => Delete Faces Deletes the selected faces. Command: SolidEdit Enter a solids editing option: Face/Edge/Body/Undo/<eXit>: f Enter a face editing option: Extrude/Move/Rotate/Offset/Taper/Delete/Copy/coLor/Undo/<eXit>: d Select faces: Remove/Undo/ALL: Enter a face editing option: Extrude/Move/Rotate/Offset/Taper/Delete/Copy/coLor/Undo/<eXit>: Enter a solids editing option: Face/Edge/Body/Undo/<eXit>:

69 Rotate Faces Pull Down Menu: Modify => Solid Editing => Rotate Faces Rotates the selected face or faces about a particular axis. Command: SolidEdit Enter a solids editing option: Face/Edge/Body/Undo/<eXit>: f Enter a face editing option: Extrude/Move/Rotate/Offset/Taper/Delete/Copy/coLor/Undo/<eXit>: r Select faces: Remove/Undo/ALL: Specify the base point: end Specify another point along the axis: end Specify the rotation angle: 15 Enter a face editing option: Extrude/Move/Rotate/Offset/Taper/Delete/Copy/coLor/Undo/<eXit>: Enter a solids editing option: Face/Edge/Body/Undo/<eXit>:

70 Taper Faces Pull Down Menu: Modify => Solid Editing => Taper Faces Tapers the selected face or faces with a particular angle. Command: SolidEdit Enter a solids editing option: Face/Edge/Body/Undo/<eXit>: f Enter a face editing option: Extrude/Move/Rotate/Offset/Taper/Delete/Copy/coLor/Undo/<eXit>: t Select faces: Remove/Undo/ALL: Specify the base point: mid Specify another point along the axis: Specify the taper angle: 15 Enter a face editing option: Extrude/Move/Rotate/Offset/Taper/Delete/Copy/coLor/Undo/<eXit>: Enter a solids editing option: Face/Edge/Body/Undo/<eXit>:

71 Copy Faces Pull Down Menu: Modify => Solid Editing => Copy Faces Copies the selected face to the desired location. Command: SolidEdit Enter a solids editing optioncommand: Face/Edge/Body/Undo/<eXit>Command: f Enter a face editing optioncommand: Extrude/Move/Rotate/Offset/Taper/Delete/Copy/coLor/Undo/<eXit>Command: c Select facescommand: Remove/Undo/ALLCommand: Specify <Base point>/vectorcommand: Specify end pointcommand: Enter a face editing optioncommand: Extrude/Move/Rotate/Offset/Taper/Delete/Copy/coLor/Undo/<eXit>Command: Enter a solids editing optioncommand: Face/Edge/Body/Undo/<eXit>Command:

72 Color Faces Pull Down Menu: Modify => Solid Editing => Color Faces Color the selected faces with a particular color. The color distinction for their faces will be maintained unless changed again by user. It will even maintain distinction while rendering. Undo Will undo the last Face Editing operation. Exit Will come out of Face Editing options. User will get option to select whether he further wishes to Edit Solid using Face, Body or Edge options. Selecting exit again will come out of SolidEdit command.

73 Edges Faces can be further classified to edges. You can perform following editing in Edges option. Command: SolidEdit Enter a solids editing option: Face/Edge/Body/Undo/<eXit>: E Enter an edge editing option: Copy/coLor/Undo/<eXit>: Copy Edges Pull Down Menu: Modify => Solid Editing => Copy Edges Will copy the selected edges at a specified location. Command: SolidEdit Enter a solids editing option: Face/Edge/Body/Undo/<eXit>: e Enter an edge editing option: Copy/coLor/Undo/<eXit>: c Select edges: Remove/Undo/ALL: Specify <Base point>/vector: Specify end point: Enter an edge editing option: Copy/coLor/Undo/<eXit>: Enter a solids editing option: Face/Edge/Body/Undo/<eXit>:

74 Color Edges Pull Down Menu: Modify => Solid Editing => Color Edge Enter L under Edge editing option or click on Colors the selected edges with a specified color. Command: SolidEdit Enter a solids editing option: Face/Edge/Body/Undo/<eXit>: E Enter an edge editing option: Copy/coLor/Undo/<eXit>: L Select edges: Remove/Undo/ALL: Enter an edge editing option: Copy/coLor/Undo/<eXit>: Enter a solids editing option: Face/Edge/Body/Undo/<eXit>: Undo Will undo the last Edge Editing operation. Exit Will come out of Edge Editing options. User will get option to select whether he further wishes to Edit Solid using Face, Body or Edge options. Selecting exit again will come out of SolidEdit command.

75 Body When we say body, we talk of complete solid object. There are various editing features for Body, which is discussed below. The activate body editing option you need to follow the steps given below: Shell Pull Down Menu: Modify => Solid Editing => Shell Shelling creates a hollow, thin wall with a specified thickness. You can specify a constant wall thickness for all the faces. You can also exclude faces from the shell by selecting them. Command: SolidEdit Enter a solids editing option: Face/Edge/Body/Undo/<eXit>: b Enter a body editing option Imprint/seParate/Shell/cLean/Check/Undo/<eXit>: s Remove faces: Add/Undo/ALL: Enter the shell offset distance:.5 Enter a body editing option Imprint/seParate/Shell/cLean/Check/Undo/<eXit>: Enter a solids editing option: Face/Edge/Body/Undo/<eXit>:

76 Imprint Pull Down Menu: Modify => Solid Editing => Imprint Imprints an object on the selected solid. The object to be imprinted must intersect one or more faces on the selected solid in order for imprinting to be successful. Command: SolidEdit Enter a solids editing option: Face/Edge/Body/Undo/<eXit>: b Enter a body editing option Imprint/seParate/Shell/cLean/Check/Undo/<eXit>: i Select 3d solid: Select an object to imprint: Delete the source object Yes/<No>: y Select an object to imprint: Enter a body editing option Imprint/seParate/Shell/cLean/Check/Undo/<eXit>: Enter a solids editing option: Face/Edge/Body/Undo/<eXit>: The line imprinted on the solid object is a part of solid, you can even use imprint to divide faces as we did in the above example, which is very useful for face editing option later on. An example illustrating the same is given below:

77 Clean body Pull Down Menu: Modify => Solid Editing => Clean Body Enter L under body editing option or click on Removes all redundant edges and vertices, imprinted as well as unused geometry. Command: SolidEdit Enter a solids editing option: Face/Edge/Body/Undo/<eXit>: b Enter a body editing option Imprint/seParate/Shell/cLean/Check/Undo/<eXit>: l Select 3d solid: Enter a body editing option Imprint/seParate/Shell/cLean/Check/Undo/<eXit>: Enter a solids editing option: Face/Edge/Body/Undo/<eXit>: Separate Body Pull Down Menu: Modify => Solid Editing => Separate Body Enter P under Body editing options or click Separates 3D solid objects with disjointed volumes into independent 3D solid objects. There might be case, where you will by mistake use union on two solids, which doesn t have any common volume. We can use separate options to rectify the same. Command: SolidEdit Enter a solids editing option: Face/Edge/Body/Undo/<eXit>: b Enter a body editing option Imprint/seParate/Shell/cLean/Check/Undo/<eXit>: p Select 3d solid: Enter a body editing option Imprint/seParate/Shell/cLean/Check/Undo/<eXit>: Enter a solids editing option: Face/Edge/Body/Undo/<eXit>:

78 Check Body Pull Down Menu: Modify => Solid Editing => Check Body Checks whether the body is a valid ACIS Solid. Command: SolidEdit Enter a solids editing option: Face/Edge/Body/Undo/<eXit>: b Enter a body editing option Imprint/seParate/Shell/cLean/Check/Undo/<eXit>: c Select 3d solid: Enter a body editing option Imprint/seParate/Shell/cLean/Check/Undo/<eXit>: Enter a solids editing option: Face/Edge/Body/Undo/<eXit>: Undo Will undo the last Edge Editing operation. Exit Will come out of Edge Editing options. User will get option to select whether he further wishes to Edit Solid using Face, Body or Edge options. Selecting exit again will come out of SolidEdit command.

79 Hide Render HIDE eliminates the hidden lines from the screen. Shade Generate a simple shaded picture of the objects displayed in the current viewport. We can shade the model in four ways: Color Color Edge Highlighted Color Hidden Line Color Filled The preview of the same is shown below:

80 Render CADian uses geometry, lighting, and materials to render a realistic image of a model. For a presentation, rendering might be appropriate. The Basic render will not show light, material and shadow effect while rendering. Full Render Full render will consider Material, Light, Shadow effect and Background while rendering. Material

81 WE can assign different material to the CADian Entities, the same will be replicated during the Full Rendering. There are six basic materials available: 1. Shiny Plastic: This material will more smoothness and shine to the object while rendering. 2. Dull Plastic: This material will give a dull (no shine) look to the object while rendering. 3. Shiny Metal: Will add Luster to the object while rendering. 4. Dull Metal: Will have little rough and dull effect to the object while rendering. 5. Mirror: Will give full reflecting effect to the object while rendering. 6. Glass: Will give transparency effect to the object while rendering, For every material we can further adjust the transparency and roughness according to our requirement.

82 Light We can add Light effect while rendering. Cadian provides us few basic lights while rendering. Studio Light Set Eye Light: Sun Light: Side Light: Spot Light: The parallel beams of will fall on the objects in the direction perpendicular to the view. The parallel beams of light will fall from overhead on the object by default, like sunlight at 12 O Clock noon. This will give an effect as if the sunlight is falling from right hand side. This will give an effect of spot light, with hot spot and fading area. Side Main Light with Filter : In this case the Main light will fall from Right hand side of the view. Rear Main Light with Filter: In this case the Main light will fall from Right hand side of the view. Customize

83 We can further customize any of the above specified light by clicking on customize tab in the dialog box. We control both our Custom light as well as the natural Ambient light falling on the object. We can control the following things by using customize option. 1. Color 2. Intensity 3. Sun Angle (only for sunlight) 4. Sun Elevation (only for sunlight)

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