Learn 3D Modeling and Design – Part 4

Watch the videos divided into 4 parts to learn more about 3D modeling in ARES Commander.

Make changes to the external drawing

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We are working
with this wooden bike

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which is not only a toy, but
also a mechanical project.

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In previous videos, we saw how to create the saddle and its structure

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as well as wheels,

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frame, fork, and handlebar of this bike.

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The wheels are inserted in this drawing
as external references.

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But the remaining parts of the bicycle are
created directly in this drawing.

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To finalize the wheel we will open the wheel file to make the changes directly in this external drawing (XREF).

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As a result, the changes will appear in this
main drawing as they are inserted as XREF.

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Let’s open therefore the file containing the wheel.

Joining parts of the 3d model

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We start by drawing a circle

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which center is the center of the wheel and with a 2 cm radius.

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Next, we draw another circle with a radius of 0.5 cm

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and  another one with a radius of 1 cm.

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Finally, we need a fourth circle.

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This time, we will use the OFFSET command to draw it parallel with a distance of 0.1 cm

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From this circle to the outside.

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Now let’s draw the spokes of this rim.

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For that, we will draw a line from this quadrant to somewhere inside the wheel.

Remove reference lines used for construction

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We use OFFSET to create lines with a 1 cm distance on each side.

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We extend the lines to the first circle.

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We further draw another line parallel with
a distance of 0.5 from the center line on both sides.

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Next, we select this line and use the grip to move its extremity like this.

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Let’s do the same on the other.

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Finally, remove the other lines that we used for construction.

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This will be our spoke,

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but in order to use it as a base for a 3D object, we need to convert it into a single closed polyline

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The circles are already closed polylines but we will need to convert the spoke

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As you can see we only have 2 lines here

Isometric View of ‘Wheel’

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Let’s draw a polyline on top of the lines
we have drawn.

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We now have a closed figure.

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In our case, it doesn’t matter if it is partly inside the circle,

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at least for what we want to do.

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To begin with, let’s turn off the layer “Wheel”.

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When viewing the picture from an isometric view,

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we can see better the actual elevation of
the 2D elements we have created.

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In this case, they are in the XY plane with
Z equal to ZERO,

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which, if you don’t remember from previous videos,

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coincide with the axis of this wheel

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Let’s extrude the polyline, by a distance
equal to or greater than the width of the tire.

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We switch to a side view from the RIGHT

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We change the shading mode to 2D

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and we can see here how much it is extending beyond the rim.

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For the moment it doesn’t matter as we will cut it later,

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even if for the moment we have not defined how.

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So, for now we’ll leave it.

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We return to the isometric view.

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Now, let’s extrude the circles that are
as we know, in the center of the wheel

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and we will do it like this:

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The largest circle, we will extrude it with a negative value at least equal to or greater than the size of the rim.

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The following two circles, we are going to extrude them with a positive value of 3 drawing units.

Define a center position

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The smallest circle, we will move it
from the center of this shape

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to the center of this one.

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And from this position, we will extrude it
with a negative value,

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with a length even greater than the shape we created before.

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Now, we have here a cylinder, given that by extruding a circle you get a cylinder,

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assuming of course that the extrusion is straight

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And here we have another cylinder

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Let’s now perform a Subtraction between this cylinder and this one.

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The goal is to generate a hole inside the
largest cylinder.

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We have now a single cylinder but hollowed.

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We will see that better if we switch to another shading mode.

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For example, GOURAUD WITH EDGES.

GOURAUD WITH EDGES

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We see here the 3D solid object with a hole inside

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and inside this hole, the other cylinder.

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If we come back to the side view from the RIGHT,

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we will now cut the elements we extruded by the central plane

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But to begin with, you will remember that this cylinder was extruded backside.

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Therefore, this face is located in the middle plane of the rim  and we will move it

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0.5 units to the left.

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Let’s switch to the 2D shading mode to see the hidden edges.

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Here you can see better the edges of this shape

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and what is the axis of the tire coinciding with the axis of the UCS

Use Slice command to remove the remaining parts

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Now we use the SLICE command to cut and remove the remaining parts.

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We selected these 2 entities

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The other one is not required because it is already ending on the cutting plane

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Press ENTER. We select this point because we know its position

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and a second one following the orthogonal direction to describe our cutting plane.

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With this axis, we have divided the figure
in 2

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and now we click on the side we want to remove.

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In our case, here on the right

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We switch to an isometric view, change the shading mode

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and see the expected result.

Check the 3d Model with Isometric View

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Now we will give life to the spoke of the rim, using a similar method.

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We go to the RIGHT side view and change the shading mode to 2D.

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We use the SLICE command again to cut this part

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But this time, the cutting axis will be indicated by a first point that should match the quadrant of the axes

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and another one located here in one extremity of the rim.

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We chose the side that we will be removed with a CLICK.

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And, back to an isometric view,

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we change the display mode and see our spoke that looks like one from a modern car.

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But we still have here, a part that should not exist.

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We will fix that also using SLICE

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Simply write the command, and after ENTER, select the figure, press ENTER

Indicate the points of cutting axis

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and indicate the points of the cutting axis.

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Now, let’s look at it from the FRONT view

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and we will replicate our spoke around the wheel.

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We can use the “PATTERN” command,

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in the dialog box, we choose “CIRCULAR”.

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We select the object we want to repeat.

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Next, we indicate the axis of rotation, that will be here in the center

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and set the number of copies we want, for example 7.

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Finally, click OK

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These spokes are independent elements, if desired.

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We could use the boolean operation UNION to unite them all together and unite them with the rim.

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Turn on the layer “Wheel” of the tire and have a look from an isometric view

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It looks great! Doesn’t it?

Perform Symmetry

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However, the spokes were created with an angle oriented to one side.

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If this was the rim of a car it would be fine, since the procedure is to create the same, or very similar.

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But when it comes to a bicycle wheel, you probably need a wheel looking the same on both sides

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Therefore, what we need to do now, is to switch to a side view.

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We need to copy the spokes and the axis we have on the one side, on the other side.

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Which basically means we will perform a symmetry.

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We switch off the layer Wheel and change the shading mode.

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Let’s use therefore the MIRROR command.

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We select the entities and define the axis.

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Now the rim is the same on both sides.

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Activate again the layer of the tire.

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And finally, we save the changes.

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Back to the main drawing, where the wheel was already inserted as an external reference,

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we see it is already updated with the new design

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This is a nice illustration of the 3D features you can find in ARES Commander from Graebert.

⇐ WATCH THE PREVIOUS VIDEO: CREATE A TOY – WITH 3D SOLIDS_PART 3

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