Constructing Drafted Split Lines on Smooth Forms in Solidworks
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- Опубликовано: 20 авг 2024
- In this exercise I cover two ways to construct a drafted split line on a smooth form, where the form has not been modelled with an explicit split line. Both methods use Solidworks surface modelling.
The first method uses silhouette split lines to find the positive and negative draft boundaries, then ruled surfaces to reinstate the form up to the split line. This results G1 continuity between the primary surfaces and the ruled surface.
The second method also uses silhouette split lines, but in this case they are used to create relief or setback trims of the primary surfaces. Boundary surfaces are then constructed between the primary surfaces and drafted helper surfaces, with the result being G2 continuity between the primary surfaces and the blends on the positive and negative side of the split line.
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You can download the models used in the video here.
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Hello Andrew, I've been stuck with my design for a while and this feature I think is going to be very useful. Thanks a lot for explaining it!
All good! Hope it works out for your design.
About two hours ago I got that feeling... low and behold, done with my work and YT tells me there's a vid from you.
Thanks for this one.
I have not worked with mould tools a lot at all and always tried to model in the draft. I have only really designed 4 parts that needed draft, so this was cool to see.
Hi Schalk, I found this one in my SW tutorial folder half finished, so decided to finish it. I try and model in the draft from the start if possible, but sometimes that is not suitable.
Hey Androwe, thanks a bunch! 🙌 Your stuff is super helpful, you always bring something fresh to the table. 🆕 Your videos have saved me countless times, tackling all sorts of problems and issues. 🛠 So yeah, just wanted to say a big thanks to you! 👍
All good Naeem, thanks for the feedback!
Hey Andrew, your animation video is really cool! I'm kinda curious, what software do you use for that?
Lightwave and Octane Render for the rendering