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In today's video I'm going to teach you how to
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design meshes or fabrics of this style,
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printed entirely in 3D from scratch. I'm
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going to show you the different types
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you can make depending on the use you
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want to give it, more mechanical, more
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decorative, the pros and cons of
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each type of mesh. And most importantly, I
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'm going to teach you how to design them from
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scratch. I've been looking for information on
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YouTube and nobody explains how this is designed
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. So in this video I'm going to
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show you how to design all kinds of
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3D printed meshes. I'm Iker, you're at
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Caning Custom and let's get down to business. A
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couple of weeks ago I downloaded this
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3D model from Printables, which is basically a
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flexible coaster that takes up very little
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space for my morning coffee.
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I liked it so much that I started
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researching how
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these types of meshes are designed, and to my surprise,
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I found practically no
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information on YouTube. There are people who
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teach different types of mesh, but
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nobody teaches you how to design them.
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Therefore, on this channel, since we are dedicated
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to 3D modeling and teaching it, I
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am going to show you how it is done. The goal
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of this video is for you to understand the
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differences between each mesh, understand
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how it works, and most importantly
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, to learn how to design meshes
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from scratch so that you can be completely
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independent and get the most out of
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your 3D printers. Here's
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how I've structured the video. I'm taking this opportunity
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to do a little self-promotion. We have a
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complete Fusion 360 course from scratch
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so you can learn to model any
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part on our website.
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I'll give you more information later, but first I
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'm going to show you the two main types of mesh
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we have, their pros and cons,
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and in what case we will design each
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one. So let's go for it.
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Perfect. So, what types of mesh do
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we have? I've been researching and I've
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found two main types. A
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square mesh that has this shape
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underneath. Now I will explain what advantages
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and disadvantages this mesh has. If you
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look closely, we've added a
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dragon scale texture to this one, which looks
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amazing. And then we have this mesh.
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If you look closely, it's much more flexible;
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on one side it has a
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hexagonal pattern, on the other it has this
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super curious shape that seems
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super complex, but
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the design of this skin isn't very mysterious. This
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mesh was designed by NASA. This is the
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mesh they use at NASA, and each one
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has its pros and cons. I'll show you
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some close-up images
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so you can see the differences, and we'll
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do a technical analysis of both
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meshes so you understand how
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each one works and in what case we would use
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one or the other. So, with introductions
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done, let's move on to the technical analysis.
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Okay, so I'm going to explain what you need to
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take into account when designing a mesh
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. And here we're going to have
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three main factors. The first one
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will be flexibility, the ability to
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bend at a more or less
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pronounced angle. Then we would have
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reliability when printing.
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Depending mainly on the first
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layer, it will be more or less easy to
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print. And the third super
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important point is going to be the possibility of
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decorating them. As you can see, I was
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able to decorate this mesh with dragon scales,
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but it is limited to being decorated
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with hexagons. So I'm going to tell you
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the characteristics you need to
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consider when determining
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flexibility, reliability, and the
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possibility of decoration. First and
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foremost, flexibility. This
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pattern is less flexible than this
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pattern. Because? The main factor is
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the amount of symmetries that
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each link will have. I'll explain it to you in Fusion
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so you can fully understand what I
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mean. In the case of this mesh, the
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dragon scale one, if we look at it from
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underneath and simplify it in this
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way, I've made it a little smaller.
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If we look at it from below and isolate
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just one link in this way, this
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would be a single scale; you can see how the
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link itself has a
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square shape. In case you didn't know, a
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square has two planes of symmetry,
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the horizontal and the vertical. This
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means that if we have two planes of
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symmetry, we can join four links
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to this central link in this way. 1,
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2, 3 and four. So we're going to
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have one plane of symmetry, another plane
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of symmetry, and 1, 2, 3, and four links
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attached to the central link. If we remove
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the shape of the scales, it would look something
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like this. Do you see it? This shape is
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much simpler, and the
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mesh without the interior decoration actually has
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this shape here. And if
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we print this, we will get a mesh with
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this shape. This means that by having
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two symmetries we will have two angles
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where the mesh can be bent almost 90º,
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but at the other angles the mesh will
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be limited and we will be able to
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bend it less. So, the more
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links we can join to another link, the
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more planes of symmetry it will have,
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and in this way we can
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bend the mesh. from more
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different angles. The square pattern I've
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just shown you has two planes of
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symmetry, which means it will be less
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flexible. In contrast, the
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NASA grid, if you look closely, is a
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hexagonal pattern. Each small link is joined by
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six other links, which will make it
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much more flexible and
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we will achieve the same turning radius at all angles
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. So in terms of
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flexibility, the most important thing is
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how many links you connect to the same
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link. That's what you need to know.
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Then we move on to reliability when
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printing. I printed all these
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parts on this machine here, which is
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a 3-year-old Artillery Genius and
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is in its original condition. Standard nozzle and everything else is
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standard. Now, what will determine the
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reliability of the printout? Well,
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mainly the first layer. In the
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case of the NASA mesh, the first
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layer consists of these fairly
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large hexagons, and
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the rest will be printed from there, making the
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first layer quite reliable.
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In the case of the square mesh, the
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first layer has this shape here. It
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's more complex; we'll have to be more
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careful with the first layer to prevent
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all the corners from peeling off and
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warping. Even so,
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personally, I haven't
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had any problems with the first
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layer or the rest of the layers on this printer. If we have
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the retractions properly calibrated and
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so on, it doesn't cause any problems. We have a
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video on the channel about both of these things,
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so I'll leave it here in the
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description. If we have all that properly
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calibrated, these parts will be
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reliable to print. And now we're going to
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move on to possibly the most
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interesting part, which is the decoration. How
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can we get pieces like this
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with scales or any pattern
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we choose? And why
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can we apply these patterns to this square grid
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? And I wouldn't recommend it on this hexagonal one
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. Let me explain. Generally,
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when we create a pattern, this pattern,
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okay?, will reduce our flexibility.
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Because? Because when you fold it,
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the pattern, the scales themselves,
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will end up bumping into each other and prevent
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it from turning too much. The
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same thing happens in the hexagonal pattern. If I
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fold it with the decorated part facing
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outwards, notice how well it can be
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folded. On the other hand, if I try to leave the
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decorated part facing inwards and
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also decorate this side here, you can see how it
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bends less. I'm going to show you a
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comparison between folding the fabric
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with the decoration facing inwards and
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with the decoration facing outwards. And in
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this case, in the hexagonal mesh, since
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we already have, let's say, a
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hexagonal decoration at the base so that it can be
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printed well, if we also place decoration
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on the outside, we make
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it less flexible in one direction and
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less flexible in the other direction,
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which means we would really be
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wasting the advantages that this
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pattern offers. So, to sum
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it up, if you want a
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very flexible and functional hexagonal mesh, go for
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NASA mesh. If you want a decorative mesh
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for cosplay or whatever,
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square mesh is fine, and in this way we can
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obtain decorative pieces or
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more functional and flexible pieces. And in
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principle, this is all you need to
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know about the
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main patterns. Now, how do we design this
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and this? Well, I'm going to show it to you because,
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however complex it may seem, it's actually
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quite simple if you have some
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basic knowledge of 3D modeling and if it's
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explained to you well. So let's move on to
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the section on the design of both meshes,
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the decorative and the functional one. Let's
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go. Okay, let's move on to the
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design section. We're going to
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do everything in Fusion 360. You can see here on
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screen the dragon scale mesh
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we're going to design. If you get lost at any point in the
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design process, I want to let you know that there is
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a complete Fusion 360 course that takes you from
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scratch to creating any part,
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including car parts, replicas
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of real parts, mechanisms, and screws.
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Complete course from scratch to be able to
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design any piece. You can find it
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below in the description, and on my
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website caningcustom.com we have a lot
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of students and
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impressive reviews. Thank you all very much.
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And now we'll move on to the design of this first
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mesh. What we are going to design is this
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here, which will be a single link and what is
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really important is this here.
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This is one of the links in our
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network. If you look closely, it has a very
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simple shape. If we remove the rounding, it's
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just this shape. How would we
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do it? Well, I'm going to open a
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new Fusion project, I'm going to make a sketch
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on the horizontal plane and we're going to make
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a rectangle of 12 by 12 mm. This will
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be the size of one of the links.
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Then we will extrude this rectangle
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upwards, 5 mm, and I'm going to change its
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color. And now we're simply going to do
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the following. We create a sketch on this
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face and simply up here with the
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offset tool we are going to
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click on the edge and an offset of just 2 mm
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. And now we would simply close
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this here and this here. Okay,
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so that's the shape we're left with. And
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now we take that shape and extrude it
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to the other side. And we would have this
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hollowed out. And we're going to do the same on
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this side here. And we join this here and
268
00:08:52,279 --> 00:08:57,080
this here, finish sketch. And more of the
269
00:08:54,720 --> 00:08:59,000
same, we extrude this over there. This
270
00:08:57,080 --> 00:09:00,839
would be the main form. And all that would
271
00:08:59,000 --> 00:09:02,959
remain is to add a horizontal reinforcement here in the center
272
00:09:00,839 --> 00:09:04,839
and another
273
00:09:02,959 --> 00:09:06,880
reinforcement here. How are we going to do it? So
274
00:09:04,839 --> 00:09:09,120
we're simply going to come here, make
275
00:09:06,880 --> 00:09:11,640
a sketch on this face, make a
276
00:09:09,120 --> 00:09:14,360
center reference line, with the
277
00:09:11,640 --> 00:09:16,440
X key we can make it dashed and
278
00:09:14,360 --> 00:09:19,160
we're going to make a line on this side.
279
00:09:16,440 --> 00:09:22,040
We make it symmetrical with respect to this. And
280
00:09:19,160 --> 00:09:25,800
we're also going to give it a thickness of 2 mm
281
00:09:22,040 --> 00:09:28,480
like this. 2 mm. And now we're going
282
00:09:25,800 --> 00:09:31,880
to extrude this from one side to the other,
283
00:09:28,480 --> 00:09:33,920
distance all, and join that piece with what
284
00:09:31,880 --> 00:09:37,000
we already have. And now I'm going to do the
285
00:09:33,920 --> 00:09:40,200
same with the bottom leg. We are looking in
286
00:09:37,000 --> 00:09:40,200
this direction.
287
00:09:41,120 --> 00:09:44,600
This way. Now I'm going to show you
288
00:09:42,839 --> 00:09:47,399
a little trick to improve
289
00:09:44,600 --> 00:09:49,440
overhangs. Notice how this entire
290
00:09:47,399 --> 00:09:51,959
surface is printed in the air.
291
00:09:49,440 --> 00:09:54,880
So what I'm going to do is separate
292
00:09:51,959 --> 00:09:57,000
this rectangle from this rectangle,
293
00:09:54,880 --> 00:09:59,640
so that this is printed first and
294
00:09:57,000 --> 00:10:01,040
this is printed two layers above.
295
00:09:59,640 --> 00:10:02,760
So, we don't have to make this whole
296
00:10:01,040 --> 00:10:05,000
surface in the air, but we make
297
00:10:02,760 --> 00:10:06,680
one bridge and another bridge and it will
298
00:10:05,000 --> 00:10:09,240
all print much better. If you don't
299
00:10:06,680 --> 00:10:11,839
understand, in the course I explain how to
300
00:10:09,240 --> 00:10:13,160
adapt 3D models to 3D printing and how to
301
00:10:11,839 --> 00:10:14,399
make all these types of designs.
302
00:10:13,160 --> 00:10:16,440
So, what are we going to do to
303
00:10:14,399 --> 00:10:17,800
change that? We come here to the
304
00:10:16,440 --> 00:10:21,600
little rectangle we've made here and
305
00:10:17,800 --> 00:10:24,440
we're going to draw a line here at about 0.5
306
00:10:21,600 --> 00:10:26,800
mm. Okay? And now, when we have
307
00:10:24,440 --> 00:10:29,600
extruded this feature,
308
00:10:26,800 --> 00:10:32,800
we remove that part. See? So
309
00:10:29,600 --> 00:10:35,040
that reinforcement starts a little higher
310
00:10:32,800 --> 00:10:36,959
up and when we 3D print it will
311
00:10:35,040 --> 00:10:39,240
be much more reliable because first
312
00:10:36,959 --> 00:10:42,360
this will be printed as a single bridge and
313
00:10:39,240 --> 00:10:45,040
then this part will be printed from this
314
00:10:42,360 --> 00:10:47,320
side to this side. Then the overhang
315
00:10:45,040 --> 00:10:49,040
is much easier to print. And in
316
00:10:47,320 --> 00:10:50,600
fact, to have more space in here
317
00:10:49,040 --> 00:10:52,600
and to prevent the links from colliding
318
00:10:50,600 --> 00:10:55,639
with each other, I'm going to do the same for this
319
00:10:52,600 --> 00:10:57,440
feature in the middle.
320
00:10:55,639 --> 00:10:59,560
And with this we would already have one link
321
00:10:57,440 --> 00:11:01,240
made. This is all you have to
322
00:10:59,560 --> 00:11:03,120
do to create a mesh like this
323
00:11:01,240 --> 00:11:04,839
. Now we're going to optimize it a
324
00:11:03,120 --> 00:11:06,959
bit for 3D printing. What I'm going to
325
00:11:04,839 --> 00:11:08,720
do is make the base, all of this will be
326
00:11:06,959 --> 00:11:11,120
printed against the printing base,
327
00:11:08,720 --> 00:11:13,880
so I'm going to widen it a little. We
328
00:11:11,120 --> 00:11:15,800
look at it from the side in this sense and I'm going to
329
00:11:13,880 --> 00:11:18,360
generate a kind of extra leg here
330
00:11:15,800 --> 00:11:21,959
. Pam, pam, pam. Let's give it some
331
00:11:18,360 --> 00:11:25,360
measurements. It will be 1 mm wide and
332
00:11:21,959 --> 00:11:28,000
0.5 mm high. And we're going to make this angle
333
00:11:25,360 --> 00:11:30,880
45º. And now
334
00:11:28,000 --> 00:11:33,519
we'll simply extrude it up to this face here,
335
00:11:30,880 --> 00:11:36,399
okay? And we would simply mirror
336
00:11:33,519 --> 00:11:39,040
this feature with respect to the
337
00:11:36,399 --> 00:11:40,639
central plane. And there we have it. This is the
338
00:11:39,040 --> 00:11:42,279
way we want to achieve it.
339
00:11:40,639 --> 00:11:44,200
We could simply round it off to
340
00:11:42,279 --> 00:11:45,399
make it easier to 3D print. I'm
341
00:11:44,200 --> 00:11:46,800
going to show it to you in fast motion. I'm
342
00:11:45,399 --> 00:11:48,860
just going to round off the
343
00:11:46,800 --> 00:11:51,399
corners.
344
00:11:48,860 --> 00:11:53,120
[Music]
345
00:11:51,399 --> 00:11:54,800
If we apply rounding to a piece,
346
00:11:53,120 --> 00:11:56,639
we make it print a little
347
00:11:54,800 --> 00:11:58,279
more reliably, because the nozzle doesn't have
348
00:11:56,639 --> 00:12:00,000
to hit the corners so hard
349
00:11:58,279 --> 00:12:01,639
. Well, as I said,
350
00:12:00,000 --> 00:12:03,440
we explain all this in great detail in the course,
351
00:12:01,639 --> 00:12:05,480
so if you're interested, head over
352
00:12:03,440 --> 00:12:09,000
there and we'll have one of the
353
00:12:05,480 --> 00:12:10,000
links in our square mesh.
354
00:12:09,000 --> 00:12:12,160
So, what should we do?
355
00:12:10,000 --> 00:12:14,600
We would make a rectangular pattern of this
356
00:12:12,160 --> 00:12:16,519
object and now we would have to choose the
357
00:12:14,600 --> 00:12:18,639
directions in which we want to make the
358
00:12:16,519 --> 00:12:20,279
pattern. For that, take a look at this trick.
359
00:12:18,639 --> 00:12:22,480
This is the interesting trick. We come to
360
00:12:20,279 --> 00:12:25,680
sketches, show the first pattern and
361
00:12:22,480 --> 00:12:28,399
choose here in Access, in directions,
362
00:12:25,680 --> 00:12:31,360
one of these diagonal lines. And in
363
00:12:28,399 --> 00:12:33,480
this way we can extend this pattern
364
00:12:31,360 --> 00:12:35,920
in this sense, okay? Here,
365
00:12:33,480 --> 00:12:38,480
importantly, in distribution you have to
366
00:12:35,920 --> 00:12:42,880
put spacing, good, and you have to put
367
00:12:38,480 --> 00:12:45,480
a spacing of 10.5 mm and 10.5 mm. And in
368
00:12:42,880 --> 00:12:48,480
this way we have already obtained our
369
00:12:45,480 --> 00:12:50,519
perfectly designed pattern. You can see how
370
00:12:48,480 --> 00:12:51,959
the links do not touch each other,
371
00:12:50,519 --> 00:12:54,000
so they will never
372
00:12:51,959 --> 00:12:55,839
merge. And we can make it as
373
00:12:54,000 --> 00:12:58,199
big as we want. We simply come
374
00:12:55,839 --> 00:13:02,399
down here to our pattern and change
375
00:12:58,199 --> 00:13:04,120
the quantity from three to 10, for example, 10 and
376
00:13:02,399 --> 00:13:07,399
10. And that way we can make it as big
377
00:13:04,120 --> 00:13:10,720
as we want. And in this way we designed
378
00:13:07,399 --> 00:13:12,959
our square pattern. We would get
379
00:13:10,720 --> 00:13:14,920
this super flexible thing here because it does
380
00:13:12,959 --> 00:13:17,639
n't have the decoration on yet,
381
00:13:14,920 --> 00:13:20,000
but this is what we would get,
382
00:13:17,639 --> 00:13:22,279
the square pattern. And now all that's
383
00:13:20,000 --> 00:13:23,839
left is to add the dragon scales.
384
00:13:22,279 --> 00:13:25,800
Okay? I'm going to show you how I would do it.
385
00:13:23,839 --> 00:13:27,720
I'll keep it brief; I won't
386
00:13:25,800 --> 00:13:29,480
explain it in super detail because it would
387
00:13:27,720 --> 00:13:31,279
make the video way too long. If you want to
388
00:13:29,480 --> 00:13:33,320
learn how to model in 3D, check out the
389
00:13:31,279 --> 00:13:35,600
course and I'll tell you how I would approach
390
00:13:33,320 --> 00:13:38,000
the dragon's scales. First, I'm going
391
00:13:35,600 --> 00:13:39,760
to take a step back to have only
392
00:13:38,000 --> 00:13:42,199
one link. And what I'm going to do
393
00:13:39,760 --> 00:13:44,639
is first look at the shape
394
00:13:42,199 --> 00:13:46,160
I want my scale to have, and then I'm going to
395
00:13:44,639 --> 00:13:48,880
make approximately the shape I
396
00:13:46,160 --> 00:13:51,720
want it to have.
397
00:13:48,880 --> 00:13:54,120
And this is how the scale would look when viewed from the side.
398
00:13:51,720 --> 00:13:56,000
See? This method is random, but
399
00:13:54,120 --> 00:13:57,480
we could then adjust it to
400
00:13:56,000 --> 00:13:58,839
achieve the desired result.
401
00:13:57,480 --> 00:14:01,440
So, the scale seen from the side will
402
00:13:58,839 --> 00:14:03,320
look like this. Now we're going to choose the thickness,
403
00:14:01,440 --> 00:14:06,519
so I would make it approximately
404
00:14:03,320 --> 00:14:08,040
symmetrical here, 7 mm, for example. Then
405
00:14:06,519 --> 00:14:10,120
on top, I want the scale to
406
00:14:08,040 --> 00:14:12,120
have a sort of
407
00:14:10,120 --> 00:14:13,680
triangular shape; I don't want the
408
00:14:12,120 --> 00:14:16,160
top part to be smooth. So, what am I going
409
00:14:13,680 --> 00:14:18,720
to do? Give it that shape. I come here,
410
00:14:16,160 --> 00:14:20,959
I make a sketch on this front face and
411
00:14:18,720 --> 00:14:23,360
I'm going to give it a sort of angle
412
00:14:20,959 --> 00:14:25,519
like this, like this and like that. And now he could
413
00:14:23,360 --> 00:14:28,079
come here. We create a swipe like this
414
00:14:25,519 --> 00:14:29,880
along this axis and this is
415
00:14:28,079 --> 00:14:32,600
how the top part of the
416
00:14:29,880 --> 00:14:35,680
scale ends up with this shape. Now we
417
00:14:32,600 --> 00:14:37,639
would just need to give the scale a teardrop shape,
418
00:14:35,680 --> 00:14:39,800
let's say. For that I'm going to
419
00:14:37,639 --> 00:14:41,959
make a sketch like this, seen from above,
420
00:14:39,800 --> 00:14:46,720
I project the central line and I'm going to make
421
00:14:41,959 --> 00:14:49,800
a line with the shape of my scale.
422
00:14:46,720 --> 00:14:51,680
And now I'm making it symmetrical. Boom.
423
00:14:49,800 --> 00:14:53,720
See? Here I have made the shape of a
424
00:14:51,680 --> 00:14:56,199
scale. And now, check out this amazing trick.
425
00:14:53,720 --> 00:14:59,000
I choose that scale shape, I move it
426
00:14:56,199 --> 00:15:01,560
up and here instead of cutting
427
00:14:59,000 --> 00:15:03,240
I say that I want to make an intersection and I
428
00:15:01,560 --> 00:15:05,800
only want to make the intersection of the
429
00:15:03,240 --> 00:15:07,920
scale, so that it only leaves me with
430
00:15:05,800 --> 00:15:10,279
the intersection between the extrusion I
431
00:15:07,920 --> 00:15:12,480
have made and the scale shape. And there
432
00:15:10,279 --> 00:15:15,040
we would have the scale made. What would I
433
00:15:12,480 --> 00:15:16,560
have left? Add it to the pattern. Here,
434
00:15:15,040 --> 00:15:19,839
once we have made the pattern,
435
00:15:16,560 --> 00:15:22,000
we include the scale. But notice how
436
00:15:19,839 --> 00:15:24,279
the scales collide with each other, so
437
00:15:22,000 --> 00:15:25,639
this cannot be printed as is;
438
00:15:24,279 --> 00:15:27,560
one scale will remain fused with the
439
00:15:25,639 --> 00:15:29,040
other. Well, I'm going to show you a great trick
440
00:15:27,560 --> 00:15:30,880
that all of you who are in the course will already
441
00:15:29,040 --> 00:15:32,639
know how to do, but for those of you
442
00:15:30,880 --> 00:15:34,800
who aren't, I'm going to tell you how I would do
443
00:15:32,639 --> 00:15:38,040
this. I'm going to take a step back and what
444
00:15:34,800 --> 00:15:40,639
I'm going to do is a rectangular pattern
445
00:15:38,040 --> 00:15:42,360
of the scale in the same directions
446
00:15:40,639 --> 00:15:44,160
in which we made the other pattern.
447
00:15:42,360 --> 00:15:47,519
Boom, this way with the same
448
00:15:44,160 --> 00:15:50,440
spacing, 10.5 this way. I
449
00:15:47,519 --> 00:15:53,480
simply made the three scales that
450
00:15:50,440 --> 00:15:56,000
will touch this scale and now I'm going to use
451
00:15:53,480 --> 00:15:58,319
these scales to pierce the
452
00:15:56,000 --> 00:16:01,360
original scale. Look, we're going to use the
453
00:15:58,319 --> 00:16:03,560
combine cutting tool here, and
454
00:16:01,360 --> 00:16:06,519
I'm saying that I want to cut this scale with
455
00:16:03,560 --> 00:16:09,839
these three shapes. And in this way,
456
00:16:06,519 --> 00:16:12,240
you see that this scale now has
457
00:16:09,839 --> 00:16:14,360
enough space for the other scales to
458
00:16:12,240 --> 00:16:15,639
fit inside it. Now, to
459
00:16:14,360 --> 00:16:16,639
make a little space,
460
00:16:15,639 --> 00:16:18,199
we learned this in the
461
00:16:16,639 --> 00:16:19,920
tolerances video, I'll leave it here
462
00:16:18,199 --> 00:16:22,720
too. Let's take the
463
00:16:19,920 --> 00:16:25,160
Press Pool tool, choose these two faces and
464
00:16:22,720 --> 00:16:27,560
make
465
00:16:25,160 --> 00:16:30,319
approximately -0.5. We press OK. And now
466
00:16:27,560 --> 00:16:32,040
that face, notice how we've raised it
467
00:16:30,319 --> 00:16:34,000
10 millimeters upwards. And I'm going to
468
00:16:32,040 --> 00:16:38,120
do the same with this entire surface. I
469
00:16:34,000 --> 00:16:41,440
choose this and this - 0.2. That's what I like to hear.
470
00:16:38,120 --> 00:16:44,759
Okay. And now that scale, notice how,
471
00:16:41,440 --> 00:16:47,720
fits into the scales next to it and there's
472
00:16:44,759 --> 00:16:49,519
a gap in between. Do you see how there's a
473
00:16:47,720 --> 00:16:50,920
gap between the scales? Therefore, they
474
00:16:49,519 --> 00:16:53,120
can now be printed without colliding with
475
00:16:50,920 --> 00:16:55,360
each other and fit together perfectly. Okay? And
476
00:16:53,120 --> 00:16:58,319
how would we attach the
477
00:16:55,360 --> 00:17:00,720
scale to the base now? Do you see how they are
478
00:16:58,319 --> 00:17:02,720
separated? See? We need to unite the
479
00:17:00,720 --> 00:17:04,959
two. Well, for that, simply, look,
480
00:17:02,720 --> 00:17:07,640
I'm going to show you how I would do it. I would do
481
00:17:04,959 --> 00:17:10,079
a sketch on this face here. Boom!
482
00:17:07,640 --> 00:17:13,520
Okay, I'll show my scale and
483
00:17:10,079 --> 00:17:15,640
project these two little faces from here. P.
484
00:17:13,520 --> 00:17:18,760
Okay, so that I am left with this
485
00:17:15,640 --> 00:17:22,280
surface which is the surface that
486
00:17:18,760 --> 00:17:24,439
remains inside the scale and that rests
487
00:17:22,280 --> 00:17:26,559
on the link below. I'm going to close
488
00:17:24,439 --> 00:17:28,679
this up here so that it has
489
00:17:26,559 --> 00:17:31,039
this T shape. And now
490
00:17:28,679 --> 00:17:34,000
I can simply click this, extrude it
491
00:17:31,039 --> 00:17:35,559
upwards, okay? As a new body, cut off
492
00:17:34,000 --> 00:17:38,240
this excess part. For that we use the
493
00:17:35,559 --> 00:17:40,280
combine cutting tool and cut
494
00:17:38,240 --> 00:17:41,760
this with the shape of the scale. Okay?
495
00:17:40,280 --> 00:17:44,840
So I have that
496
00:17:41,760 --> 00:17:47,960
leftover top part, right click, remove. And
497
00:17:44,840 --> 00:17:50,600
now we would simply have the base
498
00:17:47,960 --> 00:17:53,400
attached to the scale with this
499
00:17:50,600 --> 00:17:55,640
central shape. Notice how it sticks out a
500
00:17:53,400 --> 00:17:58,159
little here, so what I would do is choose
501
00:17:55,640 --> 00:18:00,640
the Chamfer tool here and, for
502
00:17:58,159 --> 00:18:02,520
example, with a rounding of 0.85
503
00:18:00,640 --> 00:18:05,000
clicks, make this
504
00:18:02,520 --> 00:18:07,200
sharper and not stick out here. And in
505
00:18:05,000 --> 00:18:08,600
this way we would have everything joined together,
506
00:18:07,200 --> 00:18:10,960
all as one piece. All that's left is
507
00:18:08,600 --> 00:18:14,320
to combine it by joining all of this
508
00:18:10,960 --> 00:18:17,480
with this. And there we have our
509
00:18:14,320 --> 00:18:21,400
designed scale. We could round off corners.
510
00:18:17,480 --> 00:18:21,400
Okay, I'm going to show you how it would look.
511
00:18:22,360 --> 00:18:26,440
And there we would have it. I've simply
512
00:18:24,000 --> 00:18:28,039
applied a few rounded edges to
513
00:18:26,440 --> 00:18:30,400
make this inside part a little
514
00:18:28,039 --> 00:18:33,559
nicer, I haven't done anything else. And now, when
515
00:18:30,400 --> 00:18:36,799
we apply the pattern, notice how
516
00:18:33,559 --> 00:18:39,039
the rest of the scales are created and see how they
517
00:18:36,799 --> 00:18:40,559
all fit perfectly inside each other
518
00:18:39,039 --> 00:18:42,280
.
519
00:18:40,559 --> 00:18:45,039
You can see how there's a gap between one
520
00:18:42,280 --> 00:18:48,039
scale and the other, can you? And this would be
521
00:18:45,039 --> 00:18:49,880
100% printable and would give us the result I
522
00:18:48,039 --> 00:18:51,960
showed you before. If we want to
523
00:18:49,880 --> 00:18:53,440
change the shape of the scales, we
524
00:18:51,960 --> 00:18:55,919
would simply come to one of the
525
00:18:53,440 --> 00:18:58,760
sketches, for example, to this sketch
526
00:18:55,919 --> 00:19:00,440
here, see? And change the
527
00:18:58,760 --> 00:19:03,120
shape of the scale a little here. And that way
528
00:19:00,440 --> 00:19:06,400
we can regulate the size of the scales
529
00:19:03,120 --> 00:19:08,640
to make them bigger or a
530
00:19:06,400 --> 00:19:11,039
little smaller, okay? This way
531
00:19:08,640 --> 00:19:13,720
there is more space between the scales and
532
00:19:11,039 --> 00:19:16,039
it is more flexible. Do you see it? This is more
533
00:19:13,720 --> 00:19:17,840
flexible than this. Depending on the size of
534
00:19:16,039 --> 00:19:20,880
the scales, we will achieve one result or
535
00:19:17,840 --> 00:19:23,000
another. And in this way we would make the
536
00:19:20,880 --> 00:19:25,280
dragon scale mesh. I hope that's
537
00:19:23,000 --> 00:19:27,720
clear. If you have any doubts or
538
00:19:25,280 --> 00:19:30,080
get lost with these explanations, I 100%
539
00:19:27,720 --> 00:19:32,520
recommend that you take the course
540
00:19:30,080 --> 00:19:35,640
because it's super keto. So, with that said,
541
00:19:32,520 --> 00:19:37,400
let's move on to the NASA grid, which,
542
00:19:35,640 --> 00:19:39,200
however complicated it may seem, I would say
543
00:19:37,400 --> 00:19:41,120
is simpler than what we've done
544
00:19:39,200 --> 00:19:43,440
so far. So let's get to it.
545
00:19:41,120 --> 00:19:46,120
Brilliant. Okay, now let's move on to the
546
00:19:43,440 --> 00:19:47,480
NASA mesh design, this one
547
00:19:46,120 --> 00:19:49,640
here, okay? It seems very complex at first glance
548
00:19:47,480 --> 00:19:51,720
, okay? I'm going to show you
549
00:19:49,640 --> 00:19:54,120
what this mesh looks like in Fusion. Here it
550
00:19:51,720 --> 00:19:56,840
is. Take a close look at what it's like. Okay,
551
00:19:54,120 --> 00:19:59,360
you see, on one side it's hexagonal and on the
552
00:19:56,840 --> 00:20:02,880
other side it has this strange shape.
553
00:19:59,360 --> 00:20:05,120
Okay, it seems complex, but it isn't.
554
00:20:02,880 --> 00:20:08,440
We're going to show you just one of them. Here
555
00:20:05,120 --> 00:20:10,600
it is. Do you see that it's a kind of little
556
00:20:08,440 --> 00:20:13,039
cone or cylinder here in the middle? And
557
00:20:10,600 --> 00:20:14,600
then it has a lot of these shapes. They
558
00:20:13,039 --> 00:20:16,280
seem like organic shapes and
559
00:20:14,600 --> 00:20:18,360
difficult to design, but I'm going to
560
00:20:16,280 --> 00:20:20,640
show you how to design them. It's not very
561
00:20:18,360 --> 00:20:22,960
mysterious, so let's get to it. The
562
00:20:20,640 --> 00:20:25,440
first thing we're going to design is the
563
00:20:22,960 --> 00:20:26,799
central part of this link, this thing here.
564
00:20:25,440 --> 00:20:28,799
So, what are we going to do? If you
565
00:20:26,799 --> 00:20:31,559
look closely, if we look at it from the side, it's this
566
00:20:28,799 --> 00:20:33,360
shape here. Let's make a sketch
567
00:20:31,559 --> 00:20:35,799
on the vertical plane. And here we're going to
568
00:20:33,360 --> 00:20:38,640
do the following shape. Pim, pam,
569
00:20:35,799 --> 00:20:40,520
pum, pum. And then I combine it with this.
570
00:20:38,640 --> 00:20:42,159
I'm going to make this line dashed. and
571
00:20:40,520 --> 00:20:44,039
completely vertical, using the
572
00:20:42,159 --> 00:20:46,360
vertical constraint. Now I would take
573
00:20:44,039 --> 00:20:48,840
these lines, create the symmetry with respect to
574
00:20:46,360 --> 00:20:50,919
the central axis in this way, and we are going to
575
00:20:48,840 --> 00:20:54,400
add measurements. We're going to make the
576
00:20:50,919 --> 00:20:58,600
total height 7 mm. We make the
577
00:20:54,400 --> 00:21:03,120
base 6 mm in this way and
578
00:20:58,600 --> 00:21:05,320
make this angle 105 finish
579
00:21:03,120 --> 00:21:06,799
sketch. This is the method we will
580
00:21:05,320 --> 00:21:08,760
use. And now, simply using the
581
00:21:06,799 --> 00:21:11,520
revolution tool up here,
582
00:21:08,760 --> 00:21:13,640
we would create this shape here, which would be
583
00:21:11,520 --> 00:21:15,760
the main shape of our link.
584
00:21:13,640 --> 00:21:17,440
Now we're going to leave it hollow. For that
585
00:21:15,760 --> 00:21:19,679
we use the shell tool with a
586
00:21:17,440 --> 00:21:21,520
wall thickness of 2 mm. I'm also going to
587
00:21:19,679 --> 00:21:24,799
hollow out the wall below. Okay.
588
00:21:21,520 --> 00:21:27,559
We would have this shape. We will round off
589
00:21:24,799 --> 00:21:30,480
these two corners, for example, with 1
590
00:21:27,559 --> 00:21:32,600
mm of rounding. And that would give us the
591
00:21:30,480 --> 00:21:34,360
main shape. Now we will make the hexagon at
592
00:21:32,600 --> 00:21:37,679
the bottom. We clicked on this part
593
00:21:34,360 --> 00:21:40,039
below. We create a polygon in this
594
00:21:37,679 --> 00:21:42,720
way. Okay? Make sure this
595
00:21:40,039 --> 00:21:46,320
line above is horizontal and we're going to
596
00:21:42,720 --> 00:21:48,480
make this 12mm hexagon. There it is
597
00:21:46,320 --> 00:21:50,039
. And what thickness are we going to make it?
598
00:21:48,480 --> 00:21:52,200
We're going to give it a thin thickness so that it
599
00:21:50,039 --> 00:21:55,919
maintains good flexibility. We're going
600
00:21:52,200 --> 00:21:58,840
to make it 0.5 mm thick and I'm going to
601
00:21:55,919 --> 00:22:02,600
apply some rounding to these corners
602
00:21:58,840 --> 00:22:02,600
of the hexagon. This way.
603
00:22:02,720 --> 00:22:06,159
so that everything is
604
00:22:03,760 --> 00:22:08,159
nicely rounded, and also on this little edge
605
00:22:06,159 --> 00:22:10,520
here, like this. And here we would have
606
00:22:08,159 --> 00:22:12,600
the main form of our
607
00:22:10,520 --> 00:22:14,720
NASA link. What else would we
608
00:22:12,600 --> 00:22:17,159
add? Well, all that's left to add to this link are
609
00:22:14,720 --> 00:22:19,760
those shapes over there that look
610
00:22:17,159 --> 00:22:21,440
super clejo, but they're not. How are
611
00:22:19,760 --> 00:22:23,520
we going to do it? I'm going to change its color
612
00:22:21,440 --> 00:22:26,760
so I can easily distinguish it this way. And
613
00:22:23,520 --> 00:22:28,720
we're going to create a donut or a torus.
614
00:22:26,760 --> 00:22:31,440
What is this? We come here to create
615
00:22:28,720 --> 00:22:34,320
a torus. Okay, we choose the plane
616
00:22:31,440 --> 00:22:36,640
we want and create a donut
617
00:22:34,320 --> 00:22:39,720
like this. Okay, we're going to make it with an
618
00:22:36,640 --> 00:22:42,440
inner diameter of seven and the diameter
619
00:22:39,720 --> 00:22:44,679
of the tube itself, 1.75,
620
00:22:42,440 --> 00:22:47,279
and it would look like this here. Do you
621
00:22:44,679 --> 00:22:49,559
see her? It's a kind of donut or ring
622
00:22:47,279 --> 00:22:52,279
and we simply come here to bodies,
623
00:22:49,559 --> 00:22:55,000
choose the torus and we're going to move it.
624
00:22:52,279 --> 00:22:59,080
We're going to place it here in this position
625
00:22:55,000 --> 00:23:02,159
and turn it 45 degrees. This way
626
00:22:59,080 --> 00:23:03,960
we look at it from the front and we're going to place it
627
00:23:02,159 --> 00:23:06,440
approximately here. Let's get
628
00:23:03,960 --> 00:23:08,600
it a little closer. Something like that. And we're
629
00:23:06,440 --> 00:23:11,080
going to be left with this shape here. If you
630
00:23:08,600 --> 00:23:14,080
look closely, for now, the donut is going one
631
00:23:11,080 --> 00:23:16,200
way and the pivot is going another. What are
632
00:23:14,080 --> 00:23:17,840
we going to do? Cut the donut with the
633
00:23:16,200 --> 00:23:20,320
pivot. That's why we're here, with the
634
00:23:17,840 --> 00:23:22,039
combining tool. We chose the
635
00:23:20,320 --> 00:23:24,279
operation of cutting while holding
636
00:23:22,039 --> 00:23:26,919
tools. And I say that I want to cut
637
00:23:24,279 --> 00:23:29,760
the donut in the shape of the pivot. I
638
00:23:26,919 --> 00:23:32,679
click OK and this inner part here in
639
00:23:29,760 --> 00:23:35,320
bodies, this part, right click,
640
00:23:32,679 --> 00:23:38,159
remove. And now we would simply have
641
00:23:35,320 --> 00:23:39,960
on one side that toroid, good, and on the
642
00:23:38,159 --> 00:23:43,200
other side the inner pivot. And we're going to
643
00:23:39,960 --> 00:23:45,919
make a circular pattern to repeat
644
00:23:43,200 --> 00:23:48,640
this torus six times along the
645
00:23:45,919 --> 00:23:51,320
pivot. How will we do it?
646
00:23:48,640 --> 00:23:54,320
Circular pattern, okay? up here on this
647
00:23:51,320 --> 00:23:57,240
object along this circular axis.
648
00:23:54,320 --> 00:23:59,279
Boom, and we added six. And that's how
649
00:23:57,240 --> 00:24:01,440
we got this shape here. That
650
00:23:59,279 --> 00:24:03,559
said, if you find this complicated,
651
00:24:01,440 --> 00:24:05,240
it's actually quite simple and involves basic
652
00:24:03,559 --> 00:24:07,480
fusion concepts. I recommend you check out
653
00:24:05,240 --> 00:24:09,000
the course because you'll learn a
654
00:24:07,480 --> 00:24:11,760
lot. And now we're simply
655
00:24:09,000 --> 00:24:14,679
going to combine using the
656
00:24:11,760 --> 00:24:18,720
join tool here, without clicking the keep
657
00:24:14,679 --> 00:24:21,640
tools button, and join this with the rest of the
658
00:24:18,720 --> 00:24:23,640
elements, and there we would have the shape of
659
00:24:21,640 --> 00:24:27,240
our link. And now I'm going to
660
00:24:23,640 --> 00:24:28,880
take the opportunity to apply rounding here
661
00:24:27,240 --> 00:24:30,720
at the base. I'm going to apply rounding
662
00:24:28,880 --> 00:24:33,480
here and also
663
00:24:30,720 --> 00:24:36,000
above 0.5. For example, the
664
00:24:33,480 --> 00:24:38,440
larger you make the rounding, the more
665
00:24:36,000 --> 00:24:40,799
rigidly this toroid arch will be held
666
00:24:38,440 --> 00:24:42,559
and the more robust your piece will be
667
00:24:40,799 --> 00:24:43,720
. And once we have this,
668
00:24:42,559 --> 00:24:46,600
we're simply going to make a
669
00:24:43,720 --> 00:24:48,600
circular pattern of those rounded shapes. In this
670
00:24:46,600 --> 00:24:51,080
way you have to make sure, this is
671
00:24:48,600 --> 00:24:54,000
important, that you adjust the toroids well
672
00:24:51,080 --> 00:24:56,640
so that, look, if you look at it from the
673
00:24:54,000 --> 00:24:58,279
front, okay? Make sure one
674
00:24:56,640 --> 00:25:00,360
of these faces of the hexagon is
675
00:24:58,279 --> 00:25:03,000
perpendicular to where you're looking, so
676
00:25:00,360 --> 00:25:05,240
one of them is diagonally directly in
677
00:25:03,000 --> 00:25:08,000
front of you, okay? Make sure it is
678
00:25:05,240 --> 00:25:09,480
properly aligned. I'll leave you the
679
00:25:08,000 --> 00:25:12,440
reference STL, but it should look
680
00:25:09,480 --> 00:25:14,640
something like this. And once we have this,
681
00:25:12,440 --> 00:25:16,919
we could then make the pattern. To make the
682
00:25:14,640 --> 00:25:19,600
pattern, I recommend that you watch the
683
00:25:16,919 --> 00:25:21,200
video we made of the
684
00:25:19,600 --> 00:25:24,440
honeycomb pattern, because here we are going to do more or
685
00:25:21,200 --> 00:25:26,120
less the same thing. First I'm going to come to the
686
00:25:24,440 --> 00:25:28,880
sketch I made of my hexagon and I'm going
687
00:25:26,120 --> 00:25:30,440
to create these two lines, this one here and
688
00:25:28,880 --> 00:25:31,559
this one here, because that's going to be the
689
00:25:30,440 --> 00:25:33,919
direction in which we're going to make the
690
00:25:31,559 --> 00:25:37,880
pattern. And now we create a
691
00:25:33,919 --> 00:25:40,399
rectangular pattern of this object along
692
00:25:37,880 --> 00:25:43,240
the two axes we just drew in
693
00:25:40,399 --> 00:25:46,480
that sketch. And now here we choose the
694
00:25:43,240 --> 00:25:49,360
spacing option and we can create this
695
00:25:46,480 --> 00:25:52,159
pattern in these two directions. Look
696
00:25:49,360 --> 00:25:54,279
here on the right, spacing 12 and 5 in
697
00:25:52,159 --> 00:25:57,919
both directions. And you'll have to
698
00:25:54,279 --> 00:26:00,080
adjust this. Do you see how these two
699
00:25:57,919 --> 00:26:03,000
toroids are touching here? Do you see how
700
00:26:00,080 --> 00:26:05,120
they're overlapping there? If this happens to you,
701
00:26:03,000 --> 00:26:07,520
you should come here to this torus
702
00:26:05,120 --> 00:26:09,840
and move it a little bit outwards. Click,
703
00:26:07,520 --> 00:26:12,760
half a millimeter. And in this way you can see
704
00:26:09,840 --> 00:26:16,120
how they no longer touch there, there is space
705
00:26:12,760 --> 00:26:17,919
between them. It is not an exact and
706
00:26:16,120 --> 00:26:20,559
concrete design. You move the pieces a little
707
00:26:17,919 --> 00:26:22,520
relative to each other, you move the toroid a little
708
00:26:20,559 --> 00:26:24,480
so that they don't collide, and you should
709
00:26:22,520 --> 00:26:26,720
get this result here, which
710
00:26:24,480 --> 00:26:28,120
you will find in the description. Look at
711
00:26:26,720 --> 00:26:30,080
how big the roundings we were able
712
00:26:28,120 --> 00:26:33,720
to make them. And notice once we have the
713
00:26:30,080 --> 00:26:36,000
pattern, how none of the toroids or
714
00:26:33,720 --> 00:26:39,440
any of these shapes collide with each
715
00:26:36,000 --> 00:26:42,279
other. Do you see how there's space between
716
00:26:39,440 --> 00:26:44,559
this and this? And there is space between
717
00:26:42,279 --> 00:26:46,720
this and this. So, this is what you
718
00:26:44,559 --> 00:26:48,919
're going to have to achieve, this shape
719
00:26:46,720 --> 00:26:52,000
that I've already shown you how to design, and
720
00:26:48,919 --> 00:26:53,760
make a pattern and keep moving
721
00:26:52,000 --> 00:26:55,640
these arcs or toroids until they no longer
722
00:26:53,760 --> 00:26:58,640
collide with each other. I'll leave you with
723
00:26:55,640 --> 00:27:00,760
this specific file, which is exactly
724
00:26:58,640 --> 00:27:02,840
the one I printed and it gave me zero
725
00:27:00,760 --> 00:27:05,440
problems and is super resistant. It
726
00:27:02,840 --> 00:27:08,880
turned out perfectly. You'll find everything in the
727
00:27:05,440 --> 00:27:11,799
description. This simple mesh,
728
00:27:08,880 --> 00:27:14,120
the dragon mesh, and the
729
00:27:11,799 --> 00:27:16,600
NASA mesh are all available for you to experiment
730
00:27:14,120 --> 00:27:18,279
and play around with. And as I said, if you find
731
00:27:16,600 --> 00:27:19,960
the designs too complicated,
732
00:27:18,279 --> 00:27:22,159
I really recommend you check out
733
00:27:19,960 --> 00:27:24,559
the course, because it's a shame to have a
734
00:27:22,159 --> 00:27:26,480
3D printer and not be able to get the
735
00:27:24,559 --> 00:27:28,320
most out of it, simply because you don't know how to
736
00:27:26,480 --> 00:27:30,559
model in 3D when it's actually
737
00:27:28,320 --> 00:27:31,960
quite simple. And with that we'll conclude
738
00:27:30,559 --> 00:27:33,600
today's video. You have all the
739
00:27:31,960 --> 00:27:35,919
knowledge you need to
740
00:27:33,600 --> 00:27:38,159
understand how they work and design
741
00:27:35,919 --> 00:27:40,000
your own designs, if you'll pardon the
742
00:27:38,159 --> 00:27:42,600
redundancy. In the description you have
743
00:27:40,000 --> 00:27:44,840
all the STL files for both the
744
00:27:42,600 --> 00:27:47,120
dragon mesh and the NASA mesh so you
745
00:27:44,840 --> 00:27:48,760
can print them yourself, and the
746
00:27:47,120 --> 00:27:50,519
STEP file so you can
747
00:27:48,760 --> 00:27:51,880
put it into Fusion and create the mesh of the
748
00:27:50,519 --> 00:27:53,480
size or shape you
749
00:27:51,880 --> 00:27:55,480
want. If you want to learn to
750
00:27:53,480 --> 00:27:57,440
3D model like professionals, you have the
751
00:27:55,480 --> 00:27:59,080
complete course below with which
752
00:27:57,440 --> 00:28:00,600
you will be
753
00:27:59,080 --> 00:28:02,640
able to design any
754
00:28:00,600 --> 00:28:04,159
type of part, car parts,
755
00:28:02,640 --> 00:28:05,919
mechanisms, a lot of
756
00:28:04,159 --> 00:28:07,960
super interesting things without having any experience. Leave me ideas for
757
00:28:05,919 --> 00:28:11,679
future videos and I'll see you
758
00:28:07,960 --> 00:28:11,679
next time. Agul.
55070
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