Fusion Example
As a quick introduction to MeshFusion, let's work through a simple example that combines Qbic primitives. This example uses the 3D Tree to work with the Fusion (as opposed to the Schematic).
This example shows you how to model a lipstick case and bullet.
Making the Case: Primary Trims and Embossing
To make the lipstick case, we will be using Primary Trims to create the lower half that houses the lipstick bullet, and Subtractive Trims to create a hollow in the lid and lipstick tube for the bullet to sit in. To begin with, we will be making the lower half.
While working with MeshFusion, you may find it beneficial to enable Auto-Select and Select Source in the Fusion tab in the window to the left of your screen. Auto-Select automatically disables the visibility of any items that aren't currently selected, and Select Source allows you to select and edit the source mesh of a fusion item by clicking on it whilst viewing a Fusion Mesh.
To start the example, make sure you’re in the Model layout with an empty scene.
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Create a Q-CylinderMedium and scale it 55% in all Axis. |
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Position it so it’s intersecting with the bottom of your lipstick tube and then select both cylinders in the Items List. |
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With both cylinders selected, click the Two-Sided Subtract Grid button in the Set Mesh Role menu. |
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Making sure that Embossing is enabled on the fusion item and your smaller cylinder, set the cylinder’s Inward Offset to 35 mm. |
In the next section, we will be using Subtractive Trims to hollow out the lipstick tube, as well as create a cap for the piece we just made. However, should you want to, you can now re-size or reposition your mesh, as well as change the offset of your embossings to change the look of the lipstick as you like. By default in Modo 15 or later, Deferred Update is enabled, meaning that any changes to the Fusion Item will not update until you release the tool.
This can be turned off and changed to real-time updates by selecting your Mesh Item in the Items list, and then unchecking Deferred Update in the Fusion sub-menu of the Fusion tab in the Properties window.
Making the Cap: Subtractive Trims
Now that you have created the base and tube of the lipstick case, it’s time to hollow the tube and create the cap. To do both of these, we will be using Subtractive trims. Subtractive trims are the opposite of Primary trims; where Primary trims adds meshes to the Fusion Item, Subtractive trims remove mesh from a Fusion Item.
As with the base of the lipstick case, we will be using Qbic meshes to create our Fusion Item and Subtractive trims.
Hollowing the Lipstick Tube
Making the Cap
To make the cap for the lipstick case, create a new Fusion Item with Qbic meshes and then hollow it out by layering Subtractive Trims.
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Create a Q-CylinderMedium and scale it so it’s 65% in the X and Z-Axis and 110% in the Y-Axis. |
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Position the Cylinder so that it’s inside the cap. |
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Select the Cylinder, cap Fusion Item, and the cube that has already been subtracted and then apply a Subtractive Trim. |
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Once the Subtractive Trim is applied, you are left with a cap that looks like the image shown. |
We now have a lipstick tube and cap that should look like the image below.
The next section will cover how to use Intersect Trims to create the lipstick bullet, as well as how to edit strips and patches and how to convert your Fusion Items into finished meshes.
Making the Lipstick Bullet: Intersection Trims
The final piece of mesh we will be making is the lipstick bullet. To make the bullet, we will use two Qbic meshes and an Intersection Trim. When applied to a mesh, anything inside of the Intersecting mesh is kept, while anything outside of the mesh is removed.
At this point, feel free to change the depths of any embossing, or the heights or sizes of any of the lipstick components. The next two topics will cover how to fine tune a model by editing Surface Strips, as well as how to convert a Fusion Item into a mesh.
Fine Tuning: Editing Surface Strips
Before converting our Fusion Items to meshes, we can edit our strips to add some smoothness to the edges of our objects. Let's edit the edge of the lipstick tube to see how this is done.
Note: In order to edit Surface Strips, Edit Attributes must be enabled. To do this, click the Edit Attributes button found under the Fusion Modes submenu.
You can now edit other surfaces strips on your Fusion Items. Also try experimenting with the Strip Profile setting, which controls the roundness of the strip. A Strip Profile of 0% makes a flat bevel, at 100% it is fully rounded.
Note: For more information on editing Surface Strips, see Fusion Surface Strips.
Converting to a Mesh
When you've finished creating a Fusion mesh, you can convert it into a regular mesh. This prepares it for 3D printing or for editing the geometry using standard geometry tools. Each Fusion Item in the Item List can be converted into a mesh using the Convert to Mesh Item button on the item's Properties panel.
Let's convert the lipstick tube first.