it can't be said enough that you are a one of a kind educator & engineer. you are, in my opinion, the premier teacher when it comes to t-spline modeling in fusion 360. you answer questions i've tried desperately to google, and you bring up points i hadn't even considered yet. that bit at 9:40 where you manually smooth the crease transition is incredible knowledge. also, your "common problems" section is absolute, solid gold. your explanation of t-points is the first time i've ever heard of them, and i don't know how i lived without. in my experience, t-spline modeling in fusion 360 doesn't yet have the level of community support and understanding as, say, solid modeling. you are the expert pioneer we need. as if your work wasn't enough, you also provide much needed resources for further t-spline study. it also helps that you have a dry sense of humor and "world weariness" that makes these videos entertaining as well as informative. please get a patreon or something so i, and the rest of this very grateful community, can shower you in money.
This is an essential video for anyone attempting freeform in Fusion! From my amateur view you can't do anything usable with this tool without having a good topology.
I love the way you go about explaining things. You really get me thinking for myself and visualising. You're so valuable to those of us trying to get to your level.
Thank you man, as a designer obsessed with making clean surfaces I really appreciate your videos, I hope you come back soon with more technical material and good examples as always (I'd really like to see you make a video about modelling an aircraft where G2 continuity blends is a must… just a thought)
Thank you. And yeah, I'll check back to see if you've come across and added further resources in the future. Great 👍 idea💡! Of course, no pressure, and no rush... really.
thanks for this video.. it certainly guided me better in the development of the knits of my next models. (obrigado por este video.. certamente me orientou melhor no desenvolvimento das malhas dos meus proximos modelos.)
Awesome tutorial, great to get up to speed again after not using t splines for a while. Something I still don't quite understand though is how I can make t splines properly parametric, as that is quite essential for many of my designs.
How could you only have 6.61 Subscriber?? This is so far the best video on youtube on how to learn and isolate a particular technique inside Fusion 3d!! Subs!
I can't wait until, your videos are in my capabilities, I'm little too "Newb!", time to go find my slow boring fusion video! Great stuff! But, Do like the fast run-thru, I need concepts understood then fill in the details later. So, This was really helpful.
Thank you. You are responsible for expanding my recent hobby interest in CAD to poly modelling, sculpting and polypainting. I'm excited to see what I can bring to life with this (separate plans there - most interest is for 3D printing and the painting is for digital art).
Hello. The video was very helpful. So what i learned is to not put star points into curvature. Great! T-splines are a solution to make concepts and free form modeling but also the problem for clean shapes. I should try polys again although a year ago i came to the conclusion T splines should be better. At that point of time i couldn't differentiate between nurbs and t splines. I was just messing around with Fusion 360. Now i learned that all a compromise between technological limitations, technique and freedom of design with all of those methods.
I can give some background information about why 'make uniform' exists Nonuniformity is what gives T-splines the ability to add a new edge loop while keeping the surface shape exactly the same. If you add a new edge loop on a SubD, it will deform the surface. You can see the difference well if you take a torus and add an edge loop. When you're roughing out the topology, most of the time you want to keep things uniform. It's only later on that you might want to use the tools in exact mode. But it's hard for the tools to know whether you want to be maintaining uniformity or keeping the surface the same, and it would affect the entire surface. The default for the tools was to keep around the nonuniformity, because you can always make the model uniform, but if you blow away the nonuniformity there's no way to get it back. It's data loss, so we required explicit user action. In another fusion-based modeling package that was more focused on T-spline modeling (Speedform) there was a global toggle in all of the T-spline tools that would let you specify whether to keep things uniform or not automatically, which worked well, but complicated the tool dialogs a bit.
This clarifies a lot, thanks for taking the time to comment. It does make sense from that perspective, just feels a bit hidden for people who may be unaware of it. I'd be curious as to how the speedform ux feels in comparison, I've seen videos that show these two modes but haven't had the opportunity to try it. ...Thanks for t-splines by the way, it's been a massive boost to the conceptual phases of my (and many others) work
I am very happy to see your tutorial again. Your tutorials are best and always help me understand the essentials that can be applied to many situation. For example, the explanation starting at 4:30 is very valuable, Thank you very much. Such knowledge are difficult for me to find in google search. By the way, I feel that Edge modeling with Subdiv or T-spline is similar to Surface modeling with Nurbs. In my opinion, Surface modeling with Rhinoceros3D might be better than edge modeling in some situation. But many people seem to prefer Edge modeling to Surface modeling. I would appreciate it if you could teach us about these topics, such as - situation when we should use Edge modeling and situation when we should use Surface modeling. - comparison between Edge modeling and Surface modeling, such as each advantages and disadvantages.
There was going to be a section in this video covering that, essentially comparing sub-d, T-splines, and surface modeling, but I didn't get very far with it, so it was scrapped because of time. Here's a quick summary... On the most basic level, surface modeling will usually deliver better overall surface quality for most things and should be used for products that go to manufacturing... T-splines in this instance are more for concept development and prototyping - I'll often do development with t-splines because it's faster, then the final production model is done with parametric surfaces using the t-spline model as a reference (I tend to use solidworks for this, but Fusion surface tools are getting better). However, once the surface complexity reaches a certain point, T-splines becomes a valid tool even for production parts (think about things like toy characters, prosthetics, etc). Sub-d/poly modeling is primarily for making visuals, either renders or digital models - doesn't mean that they can't be made into something physical, some in the toy industry make good use out of it. Probably not so helpful, but maybe it will make it into a future video
Thank you very much for taking the time to tell me kindly. I'm really looking forward to your future tutorial videos. It is also very interesting that a T-Spline becomes a valid tool when surface complexity reaches a certain point. Also, thank you for sharing your workflow which use t-splines as a reference for final production model. And I realized that I have to practice with T-splines/Subdiv again.
Having found many resources that cover T-splines and (polygonal) Sub-D modelling, it seems surface modeling is a topic that is often neglected. I would definitely like to see how you would tackle complex surfaces beyond the conceptual stage. It would also be interesting to see how and why Solidworks (and Catia) are often praised in that regard in comparison to Fusion/ Inventor.
You have a great grasp on this, you should do a more in depth video about the controller, although quite simple, I would love to see exactly how you did that!
Excellent videos... I'd love to see your process for creating the "spline cage" in detail... But even without that I find your content very useful. Thanks!
Quick question. You mention other learning resources quite often. Do you mind providing examples of the learning resources you used to hone your abilities in the description? A huge barrier to understanding is often just not knowing where to look for the right information. You’re probably not here to make in depth CAD tutorials, but you do provide a well rounded picture of the tools available And when to use them. Providing links to more specific training you’ve found most helpful would be incredible. Thanks!
Very good point, having resources scattered across the internet is not very helpful. I've added a link to a basic surface modeling video, but I'll try to add more as I find them. Autodesk University is also a good resource for intermediate topics as well. The challenge with posting the main resources I've used is that they are usually just... people, practice, or adapting what I learned from other software 10+ years ago. I wish I had more to offer, but I'll do a bit of searching and see what I can find.
^ For some reason, that was marked as spam... I took a quick look, some of the better intro surface modeling for solidworks I've seen, thanks for sharing
Often times, you are better off looking at polygonal Sub-D modelling than those that cover T-splines, for the simple reason that it requires a different workflow. Many Fusion tutorials, though they were made with good intentions, spread wrong assumptions/ techniques. For Sub-D, look at Maya, 3ds Max or Blender: recommended channels are: Arrimus3D, Elementza and FlippedNormals. For Fusion, take a look at Peter Doering: ruclips.net/channel/UCkj8k5IDSQCQYmCpzD1qOqA
I had *no idea* the Fusion 360 was capable of Sub-D modelling. Also, what the hell was the VR modelling application you were using? I would *love* to use that. Not for anything serious, but it looked like a ton of fun, and I'm tired of using my Valve Index for just random indie games. Great f'in video, sir. Thank you for sharing.
Thanks! Your videos have been awesome. They've help me make more sense of all the bits of T-Splines info that's bouncing all over my head. A quick question of you're reading this.... Is there a good reason to choose T-Splines edge modeling to create a surface as opposed to using a spline cage and surfacing tools? ie. in the brush example you *could* create that just as quickly with lofts patches.... I'm trying to figure out when designing when I T-Splines. I like the ability to directly control the surface but I have trouble keeping nice sweeping surfaces.
Valid question - for me, t-splines has become like a sketching tool that would be used as an underlay for the final surface model. I mainly use it not necessarily for the speed of creating an individual model, but more the speed of creating variations that go beyond the minor tweaks that parametric modeling allows. My initial files are often filled with dozens of form variations, many of which would be 3d printed to validate. Then I'd make the final surface model around the one that gets selected. As for creating clean surfaces, I hear you - that's why combining modeling methods with surface modeling is often a good idea, even for sketch models. Not sure if that answers your question, but hope it helps
I've been into 3d modeling for a year now, I'm a busy guy and maybe have 4 hours a week I can spend on the pc working with fusion. There is so much to that software and it's hard to learn all of the features and how to apply them in a timely manner.
I have only ever used the solid modeling tools in Fusion 360, but it looks like t-splines might help with complex curved geometry. But how do you ensure the dimensions are accurate?
So glad your back to posting. I was just reviewing your previous videos and this filled in a lot of holes. Are you using a pen tablet or graphics display with Fusion? It seems like it and I have been on the edge of deciding if that is a good next step for me. I love my 3D mouse and I think both might be a killer combo but it's hard to justify the cost.
I only use a mouse and keyboard with any cad software... the only thing I use my graphics tablet for is photoshop and occasionally mudbox. I used to use an intuos with Alias ages ago, it worked, but only because I mapped shortcuts to the express keys... now I use one of those gaming mice with a thousand buttons on the side (logitech g600), it's old, but they probably have newer/better ones. I would say that unless you have a genuine, specific use for the tablet, it may not be what you are looking for, there won't be much benefit for Fusion in my opinion.
There was a radial pattern to create the grouping of bristles, then used pattern on path to distribute them around the brush. This video might help: ruclips.net/video/grCHSCc9jM8/видео.html
YOU DA BEST!
You're breathtaking..
OMG HE'S ALIVE
))
That's debatable
it can't be said enough that you are a one of a kind educator & engineer. you are, in my opinion, the premier teacher when it comes to t-spline modeling in fusion 360. you answer questions i've tried desperately to google, and you bring up points i hadn't even considered yet. that bit at 9:40 where you manually smooth the crease transition is incredible knowledge. also, your "common problems" section is absolute, solid gold. your explanation of t-points is the first time i've ever heard of them, and i don't know how i lived without. in my experience, t-spline modeling in fusion 360 doesn't yet have the level of community support and understanding as, say, solid modeling. you are the expert pioneer we need. as if your work wasn't enough, you also provide much needed resources for further t-spline study. it also helps that you have a dry sense of humor and "world weariness" that makes these videos entertaining as well as informative. please get a patreon or something so i, and the rest of this very grateful community, can shower you in money.
I'm happy you are back.
We miss you :( i learn a lot with your videos, its impresive the easy that you make it look like, greetings from México :)
This is an essential video for anyone attempting freeform in Fusion! From my amateur view you can't do anything usable with this tool without having a good topology.
Bro this is w vid ever I found about fusion so far
Your sarcasm method adds a lot to the learning process. Thank you for this great video.
I love the way you go about explaining things. You really get me thinking for myself and visualising. You're so valuable to those of us trying to get to your level.
thank you for sharing and this tutorial of t splines modeling hit me like a lightning and opened my eyes to see
FINALLY
So glad you are back making videos again. This one is truly legendary.
I've learned so much in an less than hour, thank you.
These are so dope. Planning on emulating this style when I finally get around to making some tuts of my own.
Each of your vids are milestones, at least at my development. Can't be thankful enough!
Thank you very much! Before it I din't used T-splines, but after your video I will use it with surfacing
The best approach in a tutorial. So glad i found this video.
Thank you man, as a designer obsessed with making clean surfaces I really appreciate your videos, I hope you come back soon with more technical material and good examples as always (I'd really like to see you make a video about modelling an aircraft where G2 continuity blends is a must… just a thought)
Thank you. And yeah, I'll check back to see if you've come across and added further resources in the future. Great 👍 idea💡! Of course, no pressure, and no rush... really.
Just stumbled across this video, it is excellent, VERY helpful concept of "reverse designing" to identify control features. Thank You!
One of the best, most to the point videos on t spline modelling i have seen so far. Thank you!
You have best explained this out of anyone on the internet. You have urned my subscribe and respect
thanks for this video.. it certainly guided me better in the development of the knits of my next models. (obrigado por este video.. certamente me orientou melhor no desenvolvimento das malhas dos meus proximos modelos.)
I like topology even more now! and my eyes really like the dark mode... but 16:09 sunglasses alert!
Awesome tutorial, great to get up to speed again after not using t splines for a while.
Something I still don't quite understand though is how I can make t splines properly parametric, as that is quite essential for many of my designs.
How could you only have 6.61 Subscriber?? This is so far the best video on youtube on how to learn and isolate a particular technique inside Fusion 3d!! Subs!
As always, great tutorial. Empowering w a nice touch of humor. Look forward to more. Thank you.
Thanks very much for putting the time and effort in to making such an excellent video!!
I can't wait until, your videos are in my capabilities, I'm little too "Newb!", time to go find my slow boring fusion video! Great stuff! But, Do like the fast run-thru, I need concepts understood then fill in the details later. So, This was really helpful.
Thank you. You are responsible for expanding my recent hobby interest in CAD to poly modelling, sculpting and polypainting. I'm excited to see what I can bring to life with this (separate plans there - most interest is for 3D printing and the painting is for digital art).
Dude! The best tutorials I've seen son F360 so far. Keep them coming!! Please... seriously.
Hello. The video was very helpful. So what i learned is to not put star points into curvature. Great! T-splines are a solution to make concepts and free form modeling but also the problem for clean shapes. I should try polys again although a year ago i came to the conclusion T splines should be better. At that point of time i couldn't differentiate between nurbs and t splines. I was just messing around with Fusion 360. Now i learned that all a compromise between technological limitations, technique and freedom of design with all of those methods.
Very professional techniques!Your teaching is absolutetly helpful to everyone who wants to go further with 3D modeling!
I have been waiting for you to upload a new video. Thank you, All your tutorials are extremely valuable. Thank You !!!
I love your video style! Please keep making more videos. I also dig your humble channel branding.
Very good tutorial! Thousands of videos exist that demonstrate how to use F360. But very few are like this one that show you how to design with it.
This is all i ever needed!!!
Very good, very very good! Thank you! Link to the other resources is one more thing to thanks!
First time commenting on youtube for years, just want to say, amazing content, what a masterclass.
This is maybe the best video on youtube imho!
You rock. No one makes as engaging/helpful vids as you do!
I can give some background information about why 'make uniform' exists
Nonuniformity is what gives T-splines the ability to add a new edge loop while keeping the surface shape exactly the same. If you add a new edge loop on a SubD, it will deform the surface. You can see the difference well if you take a torus and add an edge loop.
When you're roughing out the topology, most of the time you want to keep things uniform. It's only later on that you might want to use the tools in exact mode. But it's hard for the tools to know whether you want to be maintaining uniformity or keeping the surface the same, and it would affect the entire surface. The default for the tools was to keep around the nonuniformity, because you can always make the model uniform, but if you blow away the nonuniformity there's no way to get it back. It's data loss, so we required explicit user action.
In another fusion-based modeling package that was more focused on T-spline modeling (Speedform) there was a global toggle in all of the T-spline tools that would let you specify whether to keep things uniform or not automatically, which worked well, but complicated the tool dialogs a bit.
This clarifies a lot, thanks for taking the time to comment. It does make sense from that perspective, just feels a bit hidden for people who may be unaware of it. I'd be curious as to how the speedform ux feels in comparison, I've seen videos that show these two modes but haven't had the opportunity to try it.
...Thanks for t-splines by the way, it's been a massive boost to the conceptual phases of my (and many others) work
I am very happy to see your tutorial again.
Your tutorials are best and always help me understand the essentials that can be applied to many situation.
For example, the explanation starting at 4:30 is very valuable, Thank you very much.
Such knowledge are difficult for me to find in google search.
By the way, I feel that Edge modeling with Subdiv or T-spline is similar to Surface modeling with Nurbs.
In my opinion, Surface modeling with Rhinoceros3D might be better than edge modeling in some situation.
But many people seem to prefer Edge modeling to Surface modeling.
I would appreciate it if you could teach us about these topics, such as
- situation when we should use Edge modeling and situation when we should use Surface modeling.
- comparison between Edge modeling and Surface modeling, such as each advantages and disadvantages.
There was going to be a section in this video covering that, essentially comparing sub-d, T-splines, and surface modeling, but I didn't get very far with it, so it was scrapped because of time. Here's a quick summary...
On the most basic level, surface modeling will usually deliver better overall surface quality for most things and should be used for products that go to manufacturing... T-splines in this instance are more for concept development and prototyping - I'll often do development with t-splines because it's faster, then the final production model is done with parametric surfaces using the t-spline model as a reference (I tend to use solidworks for this, but Fusion surface tools are getting better).
However, once the surface complexity reaches a certain point, T-splines becomes a valid tool even for production parts (think about things like toy characters, prosthetics, etc).
Sub-d/poly modeling is primarily for making visuals, either renders or digital models - doesn't mean that they can't be made into something physical, some in the toy industry make good use out of it.
Probably not so helpful, but maybe it will make it into a future video
Thank you very much for taking the time to tell me kindly.
I'm really looking forward to your future tutorial videos.
It is also very interesting that a T-Spline becomes a valid tool when surface complexity reaches a certain point.
Also, thank you for sharing your workflow which use t-splines as a reference for final production model.
And I realized that I have to practice with T-splines/Subdiv again.
Having found many resources that cover T-splines and (polygonal) Sub-D modelling, it seems surface modeling is a topic that is often neglected. I would definitely like to see how you would tackle complex surfaces beyond the conceptual stage. It would also be interesting to see how and why Solidworks (and Catia) are often praised in that regard in comparison to Fusion/ Inventor.
OMG OMG he's back!! Man i press bell button for first time for this channel
You have a great grasp on this, you should do a more in depth video about the controller, although quite simple, I would love to see exactly how you did that!
Oh, I waited for this video for 2 years! )))
Thanks for the pointers and prompting my interest in T-splines! I admire your humility man :+1
This is awesome
Love the "Disclaimer"
Thanks for the tutorial.
Glad to see that T-Splines are not for me, very crazy stuff
Thank you so much for this vid !!!
Good to see you back!
You get enough "how great thou art" comments so instead picture me as a giant t-spline kneeling before thou!
Deserve more likes
Thanks, that was super helpful
Hey! Good on. Will I see you at AU 2020?
Crushing it as always...it's been a while.
Friggin loved it.
Excellent videos... I'd love to see your process for creating the "spline cage" in detail... But even without that I find your content very useful. Thanks!
Your videos are fantastic. Please keep them coming.
Great video, thanks!
Visually well explained.
Too bad T-Spline lacks so many common modeling tools like - basic snapping etc.
Thank you for the video! It's very helpful and well made.
Quick question. You mention other learning resources quite often. Do you mind providing examples of the learning resources you used to hone your abilities in the description? A huge barrier to understanding is often just not knowing where to look for the right information. You’re probably not here to make in depth CAD tutorials, but you do provide a well rounded picture of the tools available And when to use them. Providing links to more specific training you’ve found most helpful would be incredible. Thanks!
Very good point, having resources scattered across the internet is not very helpful. I've added a link to a basic surface modeling video, but I'll try to add more as I find them. Autodesk University is also a good resource for intermediate topics as well. The challenge with posting the main resources I've used is that they are usually just... people, practice, or adapting what I learned from other software 10+ years ago. I wish I had more to offer, but I'll do a bit of searching and see what I can find.
^ For some reason, that was marked as spam... I took a quick look, some of the better intro surface modeling for solidworks I've seen, thanks for sharing
Often times, you are better off looking at polygonal Sub-D modelling than those that cover T-splines, for the simple reason that it requires a different workflow. Many Fusion tutorials, though they were made with good intentions, spread wrong assumptions/ techniques.
For Sub-D, look at Maya, 3ds Max or Blender: recommended channels are: Arrimus3D, Elementza and FlippedNormals.
For Fusion, take a look at Peter Doering: ruclips.net/channel/UCkj8k5IDSQCQYmCpzD1qOqA
Great video, really love your tspline videos. Yes please more videos, even on other programs.
a good poly modeler is quite helpful for really tedious stuff, I love the fact I can import into tspline then onto surface/or brep :)
I had *no idea* the Fusion 360 was capable of Sub-D modelling. Also, what the hell was the VR modelling application you were using? I would *love* to use that. Not for anything serious, but it looked like a ton of fun, and I'm tired of using my Valve Index for just random indie games. Great f'in video, sir. Thank you for sharing.
This was exactly what I needed to see! Thanks.
Thanks! Your videos have been awesome. They've help me make more sense of all the bits of T-Splines info that's bouncing all over my head. A quick question of you're reading this....
Is there a good reason to choose T-Splines edge modeling to create a surface as opposed to using a spline cage and surfacing tools? ie. in the brush example you *could* create that just as quickly with lofts patches.... I'm trying to figure out when designing when I T-Splines. I like the ability to directly control the surface but I have trouble keeping nice sweeping surfaces.
Valid question - for me, t-splines has become like a sketching tool that would be used as an underlay for the final surface model. I mainly use it not necessarily for the speed of creating an individual model, but more the speed of creating variations that go beyond the minor tweaks that parametric modeling allows. My initial files are often filled with dozens of form variations, many of which would be 3d printed to validate. Then I'd make the final surface model around the one that gets selected. As for creating clean surfaces, I hear you - that's why combining modeling methods with surface modeling is often a good idea, even for sketch models. Not sure if that answers your question, but hope it helps
Super helpful!
I've been into 3d modeling for a year now, I'm a busy guy and maybe have 4 hours a week I can spend on the pc working with fusion. There is so much to that software and it's hard to learn all of the features and how to apply them in a timely manner.
Very informative! Good job
awesome, waiting for more
I have only ever used the solid modeling tools in Fusion 360, but it looks like t-splines might help with complex curved geometry. But how do you ensure the dimensions are accurate?
Perfect timing thanks so much!!
awesome video!
So glad your back to posting. I was just reviewing your previous videos and this filled in a lot of holes. Are you using a pen tablet or graphics display with Fusion? It seems like it and I have been on the edge of deciding if that is a good next step for me. I love my 3D mouse and I think both might be a killer combo but it's hard to justify the cost.
I only use a mouse and keyboard with any cad software... the only thing I use my graphics tablet for is photoshop and occasionally mudbox. I used to use an intuos with Alias ages ago, it worked, but only because I mapped shortcuts to the express keys... now I use one of those gaming mice with a thousand buttons on the side (logitech g600), it's old, but they probably have newer/better ones. I would say that unless you have a genuine, specific use for the tablet, it may not be what you are looking for, there won't be much benefit for Fusion in my opinion.
Hi, thank you for this amazing video. How did you create the bristles of the brush? Thanks in advance
There was a radial pattern to create the grouping of bristles, then used pattern on path to distribute them around the brush.
This video might help: ruclips.net/video/grCHSCc9jM8/видео.html
Excelent!! Thanks a lot 👌👌👌
Any chance you can make a video using extruded splines and trimming to make a car exterior
Great content, very informative!
p.s. love all your videos, so helpful
how did you make the brush hair? i can't find any idea to do this in fusion 360?
Very cool!!!
"name notimportant" psst, can't fool me, Kevin Kilpatrick
Hope you'll be back soon!
Hey! Is there any way to contact you? Your videos helped me a great deal and I have a few questions about surfaces modeling!
damn that was fire
Thank you so much
Awesome great vid thanks❤❤❤❤❤❤❤!
Thank you!
Amazeballs
Do you know a good Discord community for fusion? And/or a good place to get help on a specific project?
what device and program at 19.23 use?
Omg new video
You are not less than legend...
How do you model the brush hairs???
2:52 -> How do you close the T-Spline? Why are you going so fast? Thanks.
Если бы еще включил видимость нажатых кнопок, то цены бы не было:))