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    Copyright 1993-2009 solidThinking, Inc. All rights reserved.

    solidThinking and renderThinking are trademarks of solidThinking, Inc.All other trademarks or service marks are the property of their respective owners. Thisdocumentation and the software program are copyright solidThinking, Inc., and yourrights are subject to the limitations and restrictions imposed by the copyright laws. No

    part of this publication may be reproduced, stored in a retrieval system, or transmitted inany form or by any means, electronic, mechanical, photocopying, recording, orotherwise, or disclosed to a third party, without the prior written permission ofsolidThinking, Inc. solidThinking, Inc. reserves the right to make changes inspecifications at any time and without notice.

    Contact Information

    solidThinking, Inc.

    1820 E. Big Beaver

    Troy, MI 480832031

    USA

    e-mail: [email protected]

    Web site: www.solidthinking.com

    Phone: 1-248-526-1920

    Fax: 1-248-526-1921

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    Table of Contents

    solidThinkingEnvironment.....................................................................................1Modeling Views ........................................................................................................5Console ...................................................................................................................13Selecting Objects ...................................................................................................15Working Modes ......................................................................................................19World Browser........................................................................................................25Construction Tree ..................................................................................................33Transformations.....................................................................................................43Construction Aids ..................................................................................................53Preferences.............................................................................................................59Grids........................................................................................................................61Curves .....................................................................................................................65Combine and Multi-Combine.................................................................................77Mirror.......................................................................................................................81Surfaces ..................................................................................................................85Extrude....................................................................................................................93Skin..........................................................................................................................97Loft and Pipe ........................................................................................................105Birail ......................................................................................................................113Multisweep............................................................................................................117Lathe......................................................................................................................121RadialSweep .........................................................................................................127Coons, 3Sides, and Curves Network ..................................................................131Fillpath and Surface from Curves.......................................................................137Blend Surfaces .....................................................................................................141Trim and Trim Solid..............................................................................................145

    solidThinking, Inc. Introduction to solidThinking i

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    ii Introduction to solidThinking solidThinking, Inc.

    Intersection, Make Manifold and Boolean Operations......................................153Round....................................................................................................................161The Shading Panel ...............................................................................................165Lights ....................................................................................................................173Global Illumination ...............................................................................................191Materials................................................................................................................195Backgrounds ........................................................................................................213

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    solidThinking, Inc. Introduction to solidThinking 1

    Chapter 1

    solidThinkingEnvironment

    solidThinkingInterface Overview

    To better understand the application, you need to familiarize yourself with the solidThinkinguser interface. This will allow you to keep the number of commands required to performoperations to a minimum.

    The main elements of the solidThinkinginterface are shown in the image below.

    Across the top of the screen is theApplication title bar. This area indicates that thesolidThinkingapplication is the active application and provides the name of the current sceneyou have open.

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    Below theApplication title bar (or above it, as in the Mac OS X version) are pull-down menus.These menus provide access to the tools, settings, interface elements, and other parts ofsolidThinking. Most of the menu options are also accessible thru keyboard shortcuts and/oron-screen icons.

    Along the left side of the default interface arrangement is the Modelingtoolbar. The icons formost of the solidThinkingtools are located here. These tools are also accessible through theToolsmenu.

    You can scroll through the icons by clicking and dragging anywhere in the palette with the right-mouse button on Windows or clicking and dragging while pressing the Commandkey on aMac. You can also use the mouse wheel to scroll through the palette.

    To see fewer icons in the Modelingtoolbar, you can collapse each tabbed section, such asTransformor Curves, by double-clicking the Section Titletab. The effect of this action isshown below:

    In some cases, the icon for a tool has a small arrow in the lower, right corner. These arrowsindicate that many related tool icons are stacked beneath the icon that is visible. You canaccess these icons by clicking-and-holding the left mouse button on the top icon.

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    solidThinking, Inc. Introduction to solidThinking 3

    A fly-out panel is displayed with the stacked icons visible and ready to select. This fly-outremains visible until you select a tool icon or move the mouse away. You do not have to holdthe mouse button down the entire time the fly-out is visible.

    Tool-tips are provided for each icon in the solidThinkinginterface. These provide the title ofthe tool or icon in a floating, yellow box beneath your cursor.

    Tool-tips are automatically displayed if you simply hover, or hold without clicking, the mouse

    cursor above the icon for one second. This also works inside the fly-out icon menus.You can float or dock these panels by picking and dragging their borders according to yourpreferences. When floating, a toolbar displays its name and a close button in the title bar. Ifyou hide all panels, operations can still be performed by using the menu commands. With thislayout, modeling views have the maximum space possible.

    Several floating panels are used in different phases of a working session. Learning thekeyboard shortcuts allows you to quickly display or hide panels, thus improving your workflow.You can find the keyboard shortcuts in the solidThinkingon-line help.

    You can also choose different themes to change the solidThinking user interface.

    From the Helpmenu, select Preferencesto open the Preferencespanel (for Mac users, select

    the Info> Preferencescommand). From the Generaltab, locate the User Interfacesectionand select a different theme from the Themedrop-down menu.

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    solidThinking, Inc. Introduction to solidThinking 5

    Chapter 2

    Modeling Views

    Exercise 2.1: Orthographic Views

    Purpose

    This exercise illustrates how to use orthographic views in solidThinking.

    Step 1: Enlarge and reduce a view

    1. Double-click the title bar to enlarge your view and double-click again to reduce your view.

    2. You can also press the V keyboard key as a shortcut to enlarge and reduce the active view.

    Step 2: Activate a view

    1. To activate a view, click the title bar or click inside the view while holding down the rightmouse button.

    2. Before inserting primitives, you must activate your view to define the orientation of yourobject.

    Step 3: Pan using the mouse

    1. Click and drag the right mouse button to pan in any orthographic view.

    2. In the Perspectiveview, click and drag the right mouse button while holding down the CTRLkey to pan.

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    Step 4: Pan using the Track icon

    1. Drag the Trackicon with the left mouse button horizontally to move the view from side toside.

    2. Drag it vertically to move the view up and down.

    Step 5: Zoom in and out using the mouse

    1. Click and drag the right mouse button while holding down the SHIFTkey to pan in any view.

    2. You can also use the mouse wheel to zoom in and out.

    Step 6: Zoom in and out using the icons

    With the left mouse button, drag the Zoomicon vertically up or down to zoom the view.

    Step 7: Zoom defining a rectangular area

    While holding down the ALTkey, drag the right mouse button in any view to set the first

    corner and release the right mouse button when you define the opposite corner.

    Exercise 2.2: Perspective Views

    Purpose

    This exercise illustrates how to navigate in perspective views.

    Step 1: Orbit in the Perspective view using the mouse

    Click and drag the right mouse button to orbit in the Perspectiveview.

    Step 2: Orbit in the Perspective view using the Orbit icon

    Click and drag the Orbiticon up and down or side to side to orbit in the Perspectiveview.

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    solidThinking, Inc. Introduction to solidThinking 7

    Step 3: Zoom in the Perspective view using the Dolly icon

    1. Click and drag the Dollyicon to move the camera forward.

    2. Drag it down to move the camera backward. This action does not change the viewingangle. Perspective distortions may result at the edges of the scene.

    Step 4: Zoom in the Perspective view using the F.O.V. icon

    1. Click and drag the F.O.V. icon up to zoom in.

    2. Drag it down to zoom out. This action changes the camera field of view and increases thesize of the point of interest by increasing the lens length.

    Step 5: Zoom in the Perspective view using the Dolly and F.O.V. icon together

    1. Click and drag the Dolly/F.O.V.icons up and down to change your perspective view. Thisfunction combines Dollyand F.O.V.

    2. It is important not to confuse the Dollywith the F.O.V.function.

    Exercise 2.3: View Modes

    Purpose

    This exercise illustrates visualizing objects in various modes. By default, the Wireframeviewmode is displayed in each window.

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    Step 1: W (Wireframe), S (Shaded), C (Combined), T (Textured), or E(Environment)

    1. Click the W (Wireframe)icon to represent all objects in your scene in wireframe mode.

    2. Click the S(Shaded)icon to represent the shape of the objects and how lights illuminate thescene.

    The shading color is not the color of the object. The shading color depends on the layercolor. Changing the layer color changes the shading color. To get more shading colors inyour scene, you can create more layers and different colors for each layer.

    3. Click the C (Combined)icon to represent the shape color of the object in both wireframeand shaded mode.

    4. Click the T (Textured)icons to represent the material color and texture assigned to yourobjects. Also, the environment map (HDRI images) will be visible only in the Perspectiveviews.

    By default, all objects are white. The Textured mode representation does not exactly fit thefinal effect; it aims to give you an idea of what to expect. The Textured mode requires themost time to refresh the display, but it can be very useful for previewing your scene beforestarting the rendering session.

    Not all materials, such as procedural materials and decal shaders, can be displayed inTextured mode.

    5. Click the E (Environment)icons to apply an environment map to your scene. Theenvironment map is reflected on all models. You can select a different map to get a newresult. Additional maps can be added to the EnvMapsfolder of your solidThinkingapplication.

    Exercise 2.4: View Layouts

    Purpose

    This exercise illustrates how to organize views in various layouts. By default, the four view

    options, Top, Perspective, Front, and Right, have the same dimensions.

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    solidThinking, Inc. Introduction to solidThinking 9

    Step 1: Changing the view layout

    1. From the Viewmenu, select Layoutsto display the Layoutsdialog.

    2. Click the icon of the view you want to use.

    The panel closes and the views are redrawn.

    3. You can enlarge one view to fill the entire space inside the main window by double-clickingits title bar. Double-click it again to restore it to its normal size.

    Exercise 2.5: View Detail

    Purpose

    You can adjust the level of detail in the visual representation of your scene using the ViewDetailpanel, located on the Viewmenu. You can increase the speed of modeling operations orenhance the detail quality representation of your objects.

    Step 1: Increase performance with complex scenes

    If you are working with complex models, choose a low level detail that allows you a fasterrepresentation of your scene speed modeling operations.

    Low Quality Medium Quality High Quality

    1. Open a complex scene.

    2. From the Viewmenu, select Detail. From the View Detaildialog, click Low.

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    Step 2: Increase or enhance the shading quality

    If you are working with a model and need a higher quality representation and bettervisualization, choose the Highlevel detail. High level detail slows down the redraw process.

    1. From the Viewmenu, select Detailand click High.

    2. You can customize any detail setting through the Customize View Detailpanel. From theView Detaildialog, click Customizeto display the Customize View Detailpanel.

    Step 3: Increase or decrease the curve mesh representation

    1. Draw a sphere and click the S (Shaded)icon on the title bar of the Perspectiveview.

    2. From the Viewmenu, select Detail. Click Customizefrom the View Detaildialog.

    3. Under Wireframe, in the Resolutionfield, insert the value 20and clickApplyor OK.

    Each surface entity is represented with 20 curve meshes.

    Applyallows you to change the representation of your scene without closing the window,while OKchanges the representation of your scene and closes the CustomizeViewDetail

    window.

    Wireframe resolution: 4 Wireframe resolution: 20

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    solidThinking, Inc. Introduction to solidThinking 11

    Step 4: Increase or decrease the shading quality

    1. Open the file Shadingquality.st and click the S (Shaded)icon on the title bar of thePerspectiveview.

    2. From the Viewmenu, select Detail. Click Customizefrom the View Detaildialog.

    3. From the Shadingmenu, select Texture.

    4. In the Tolerancefield, enter the value 0.001and clickApplyor OK. Each surface entityhas a higher shading quality.

    Step 5: Increase and decrease the curve quality

    1. Draw a helix with these values:

    Bottom Radius:10

    Top Radius:5

    Height:15

    Turns:10.

    2. Even if you choose the Highlevel detail, the helix quality is not high enough. From theViewmenu, select Detailand click Customizefrom the View Detaildialog.

    3. Under Lines, enter 50in the Resolutionfield.

    4. In the Maximumfield, insert the value 500or 1000and clickApplyor OK.

    All curves and curve mesh representations of surfaces will have a higher quality.

    Step 6: Enable the transparent surfaces drawing mode

    1. Open the file Transparent-mode.st.

    2. From the Viewmenu, select Detail.

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    3. Enable the Transparent surfacescheck box.

    The entire scene in the Shadedview mode looks transparent.

    The level of detail you can reach without compromising the redraw performance depends onyour hardware configuration and your video card. You should avoid increasing the level ofdetail too much if your hardware is not powerful enough. Moreover, changing the visualrepresentation of your model does not affect its geometry in any way.

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    solidThinking, Inc. Introduction to solidThinking 13

    Chapter 3

    Console

    Exercise 3.1: Interacting with the Active Command

    Purpose

    This exercise illustrates how to interact with active tools using the Console.

    You can find the Consoleat the top of the workspace, near the pull-down menus.

    Any parameter requiring numerical input can either be set through the keyboard or specified byworking interactively in any view with the mouse. When you enter XYZ coordinates, values canbe separated by a comma (1,1,1). However, they cannot be separated by a dot, as a dot isused for decimals. The spacebar cannot be used as it will end an operation.

    Step 1: Starting the Console

    1. Click Circleor select Tools > Curves > Circle > Circle: Center, Radius. The Consoleawaits your keyboard or mouse input.

    2. You cannot interact with the Modeling Toolpanel until you complete all console

    requirements.

    Step 2: Escape the Console prompts if you select the wrong tool

    1. Click Circleor any other tool.

    2. To escape the Consoleprompts, press the ESCkey to cancel the tool. The Consoleclosesand the circle is cancelled.

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    Step 3: Skip all current prompts in the Console

    1. Click Circleor select Tools > Curves > Circle > Circle: Center, Radius.

    2. Hold down the CTRLkey and press ENTER.

    Default values for the circle are assigned.

    3. In the Circle: Center, Radiuspanel, enter 0, 0, 0 for the position and enter 1for the Radiusdimension. By doing this, you skip all the subsequent prompts for the current command.

    4. You can change your circle (or any other object) at any time by modifying its parameter inthe Modeling Toolpanel.

    Step 4: Reactivate the Console

    Sometimes, the Consolemay be inactive and you will not be able to insert numerical values orpress the ENTERkey to confirm values. Lets see when this could happen.

    1. Click Circle.

    2. Confirm that 0, 0, 0 is the default position of the circle by pressing ENTER.

    3. Click the Modeling Toolpanel or the World Browser. The Consoleis inactive and thehighlighted text is unselected.

    4. Press ENTERto confirm the Radius of 1. The Consoleis still open, but you cannot interactwith it.

    5. Press 1to change the radius value from 1 to 2. Also in this case, you cannot interact withthe Console. To reactivate it, choose one of the following procedures:

    Click or double-click inside the Console.

    With the right-mouse, click in any view.

    As you can see, the Consoleis active and the value is highlighted.

    6. Press ENTERto confirm the default radius or press 2to change the radius value and pressENTER.

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    solidThinking, Inc. Introduction to solidThinking 15

    Chapter 4

    Selecting Objects

    By default, when you start solidThinking, the Object modeis active. As a result, you do notneed to activate a working mode to select or apply transformations to objects.

    For multiple selections, pick objects while holding down the CTRLkey. The CTRLkey can beused to deselect an object.

    An object can also be selected within the hierarchy browser by simply clicking on its icon.

    Colors Used in solidThinkingTo represent the status of an object, solidThinkinguses the following colors:

    Blue: Objects are not selected. Blue is the default layer color.

    Red: Objects are selected.

    Magenta: Entities are selected.

    Dark green: Non-selected objects that are involved in the Construction Tree of the selectedobject.

    Exercise 4.1: Selecting and Deselecting Objects

    Purpose

    This exercise illustrates how to select and deselect objects.

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    Step 1: Select an object in a view

    To select an object, activate the Object modeicon and select one of the following methods:

    1. Click the object in any view. If the Wireframeview mode is active, click on its edge. If theShadedview mode is active, click on its surface.

    2. Within the hierarchy browser, click the name of the object. Edit modeor Object modecanbe active.

    3. For multiple selections, pick the objects while holding down the CTRLkey.

    4. Hold down the mouse button and drag in the view to select any object included in aselection box.

    Step 2: Deselect an object

    1. Activate the Object modeand click in an empty place in any view.

    2. If you select more than one object and you need to deselect an object without deselectingthe others, hold down the CTRLkey and click the object you want to deselect.

    3. If Edit modeis active, clicking in an empty place in any view does not deselect selectedobjects. In this case, you must switch to Object modeand click in an empty place in anyview.

    Step 3: Select an entity/entities

    1. In the Topview, draw a cube as shown in the image below.

    2. To select a single entity (and not the whole object), pick it while holding down the ALTkey.

    3. To select more entities, hold down the ALTand the CTRLkeys and pick on its surface.

    4. If the Wireframeview mode is active, click on its wireframe.

    5. If the Shadedview mode is active, click on its surface. It is easier to select entities in theShadedview mode.

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    solidThinking, Inc. Introduction to solidThinking 17

    Step 4: Select an entity/entities from the hierarchy browser

    1. In the WorldBrowser, click the + symbol to display the entities of your object and click onany entity.

    Note: You cannot delete an entity if the selected object is part of a construction history. If youpress Delete, the entire object is canceled. If the object is not a part of a construction historyand you press Delete, only the select entity is cancelled and not the entire object.

    Exercise 4.2: Selecting Points

    Purpose

    This exercise illustrates how to select and edit points.

    Step 1: Select a point

    1. Select the Edit modeand click the point.

    2. Picking a new point automatically deselects any previously selected point. Picking can beperformed in any view, 3D view included.

    3. To represent the status of a point, solidThinkinguses the following colors:

    Blue - Point can be selected.

    Yellow - Point is selected. When you apply a transformation to some selected points, theseare displayed in blue, but in a smaller size.

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    Light Green - Point is not selectable and is visualized (in a smaller size) to enable snap topoint.

    4. For multiple selections, pick points while holding down the CTRLkey.

    To choose a range of points, from the currently selected point to the clicked point, holddown the SHIFTkey.

    Hold down the mouse button and drag in the view to select any point included in aselection box. To force a selection box, even if you are over a control point or anotherhotSpot (thus avoiding to activate a translation), hold down CTRL+ SHIFTand drag withthe mouse.

    Exercise 4.3: Selecting Groups

    Purpose

    This exercise illustrates how to organize your scene by creating groups. Groups can help youorganize your scene when you have a lot of objects. You can group objects that have the samematerial or are in the same construction tree. This helps you quickly find them in the WorldBrowser

    Step 1: Select a group

    1. To select a group, click Group modeand pick an object that is part of a group. The entiregroup is selected.

    When you are in Group mode, you cannot translate an object or a group by clicking anddragging in the view. It is still possible to apply any transformation by activating theappropriate tool. A group can also be selected within the hierarchy browser by simplyselecting it.

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    Chapter 5

    Working Modes

    By default, when you start solidThinking,the Object modeis active so you do not need toactivate any working mode or apply transformations to objects.

    Exercise 5.1: Working in Object Mode

    Purpose

    In Object mode, you can translate, rotate, and scale objects.

    Step 1: Move objects in Object mode

    You can move objects using one of the following methods:

    1. Pick one or more items (objects or points) and drag.

    2. Click Translate, , or use the T keyboard shortcut and drag your items (objects orpoints). You can also select Tools / Transform / Translate.

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    When you drag an object, you can see the distance in the Modeling Toolpanel.

    Even if you can translate items by picking and dragging, it is better to use the Translatecommand instead. Using Translateavoids moving unintentionally coincident objects.

    Note When you use Translateto move an object, do not move the PivothotSpot (the yellowpoint) unless you need to define a different origin.

    Step 2: Modifying objects

    You can modify objects by choosing one of the following methods:

    1. Changing a parameter in the Modeling Tool panel while either the Object modeor Edit

    modeis active.2. Modifying interactive points or hotSpots only in Edit mode.

    Exercise 5.2: Modifying Parameters

    Purpose

    You can modify the parameters of any object by changing values in the Modeling Toolpanel.

    Step 1: Modifying parameters

    1. Open the file working_modes.st.

    2. Be sure that the Object modeis active.

    3. In the Perspective view, select thesphere.

    4. On the Modeling Toolpanel, change the radius by moving the slider or by typing the valuein the Radiusdata field and pressing ENTER.

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    Exercise 5.3: Modifying objects interactively

    Purpose

    You can modify some parameters of any objects interactively in any view.

    Step 1: Modify objects interactively

    1. In any view, select the sphere.

    2. In the Application toolbar clickEdit Mode. You can quickly switch fromObject mode toEdit modeby pressing the spacebar. The hotSpots of the Sphereare displayed in blue.

    3. Position the mouse cursor over a hotSpot. A yellow tab displays its name. In this case, youcan modify radius and start/end angles by clicking the appropriate hotSpots and draggingthem.

    Hotspots can be associated with any parameter. They can be control points, vertices, orisoparametric curves on a surface. Some can be dragged while others may only be

    selected.

    Step 2: Select items (objects or points) in Editmode

    1. Press the spacebar to switch to Object mode. Learning to use this shortcut candramatically improve your workflow.

    2. If the Edit modeis active, you cannot select or deselect objects in the views, unless you useone of the following methods:

    Click on the object in the World Browser.

    Hold down the ALTkey and click on an item.

    Otherwise, you must switch to Object modeand click any object.

    When you switch to Edit mode, not all objects display hotSpots. For example, if you selecta combined object and you switch to Edit mode, no hotSpots are displayed. In this case,the only way to modify objects is to go back to the Construction History and modify theoriginal objects. To learn more about Construction History, see Chapter 7.

    Moreover, you cannot translate, rotate, or scale objects if Edit modeis active. In Editmode, you can translate, rotate or scale points. To learn more about translating, rotating, orscaling points in Edit mode, see Chapter 8.

    Exercise 5.4: Group Mode

    Purpose

    Working with Groups helps youto organize your scene, especially when you need to assignmaterials to more than one object.

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    Step 1: Create a group

    1. In any view, select all objects that you want to make part of a group and choose one of thefollowing methods:

    Use the shortcut CTRL+ G to group all the selected objects.

    Choose the Selection > Groupmenu option.

    From the World Browser, click the Groupicon to group all selected objects.

    Step 2: Select groups

    If you create a group in Object mode, you can select one object at a time and not the entiregroup.

    1. Click Group modeand pick an object that is part of a group. The entire group is selected.

    2. When you are in Group mode, you cannot translate an object or a group by clicking anddragging in the view, but it is still possible to apply any transformation (translation, rotation,and scaling) by activating the appropriate tool.

    3. You can also select your group within the hierarchy browser by clicking it.

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    Editing Parameters and Points

    Parameter and point editing allows you to modify the position of the objects control points (for aNURBS primitive) or vertices (for a PolyMesh), even if the object is the result of a ConstructionTree.

    To enable point editing, click Point editor use the ALT+ spacebar shortcut.

    When you switch from Parameter editto Point edit, you must also activate the Edit modetosee and manipulate an objects points. You cannot delete or add points when Point editisactive.

    When in Point edit, the Multi Editpanel is automatically invoked. Transformations can beapplied using the standard transformation modeling tools: translate, rotateand scale.

    The Multi Editmodeling tool panel contains two buttons to remove the editing from the currentlyselected points (Un-edit selected) and from all points of the currently selected objects (Un-editall).

    Important note:When you edit points of primitives or objects that are involved in a constructionhistory you must switch to Parameter edit. Otherwise, when you try to edit an object, you willnot be able to modify interactively or adjust parameters in the Modeling Toolpanel.

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    Chapter 6

    World Browser

    The World Browserallows you to view and organize objects in your scene. You can navigatein your scene using the Worldor Layers.

    It is important not to confuse the World Browserwith the Construction History.

    The World Browserallows you to view all objects in your scene. The Construction History allows you to view and navigate the construction history of the

    selected object.

    You can float or doc the World Browserpanel by picking and dragging its upper border andpositioning it anywhere on the screen.

    You can also resize your World Browserto obtain more space while you are organizing yourscene.

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    Exercise 6.1: Navigating the World Browser

    Purpose

    This exercise illustrates how to customize the World Browser.

    Step 1: Resize the World Browser

    1. Drag the border up or down to resize the World Browser.

    2. Add more space to the World Browser.

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    3. Drag the World Browser beside the Modeling Tool Panelto add more space.

    4. Hide the Construction History to add more space to the World Browser.

    Step 2: Hide the Construction History

    1. Right-click in an empty area anywhere in the World Browser(not in the ConstructionHistory).

    2. Select Show/hide C. Treeto hide your Construction History.

    If you hide your Construction History, you can get more space to organize your scene.

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    Step 3: Display the Construction History

    1. Right-click in an empty area anywhere in the World Browser.

    2. Select Show/Hide C. Treeto display your Construction History.

    Step 4: Rename objects method 1

    1. Open the file Browser.st.

    2. Select the Sphereicon in any view. The sphere becomes red, and its icon in the WorldBrowseris red.

    3. From the World Browser, click once on the Sphereicon Surf #1, then click and hold themouse button down on the object name.

    The text becomes editable.

    4. Type Mysphereand press ENTERto rename.

    Step 5: Rename objects method 2

    You can also rename an object in this way:

    1. Select the Spherein any view.

    2. From the World Browser, click once on the Sphereicon Surf #1, press the F2 key, type

    Mysphere, and press ENTERto rename.

    You can also rename groups using the same procedure.

    Renaming your objects in the World Browseris very helpful to locate them immediately.

    There are many ways to customize your objects in the World Browser. You can disable andenable selecting objects, hide and show objects in views, group and ungroup objects, as well asother useful operations. These items are explored below:

    Step 6: Hide an object in a scene

    1. Select the Prismin any view or its name from the World Browser(Surf #4).

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    2. Click the Hidden in- interactive viewsicon.

    3. Click in an empty area to deselect it.

    When you hide an object, solidThinkinghides it from rendering also.

    When you use one of the operations above, the status of the object changes. Also, its iconin the World Browserchanges. This helps you to individualize the object easily.

    Visible objects Hidden object

    Step 7: Visualize a hidden object

    The only way that allows you to reselect and visualize a hidden object is to select it in the WorldBrowser.

    1. From the World Browser, select Surf #4that has a hidden icon.

    2. Click the Hidden in the interactive viewsbutton.

    Renaming objects helps to individualize them in the World Browser.

    You can still modify your objects even if they are hidden in view, in rendering, disabled, orshown as a bounding box only.

    Step 8: Hide objects in rendering

    1. Select the Prismin any view or click on its name (Surf #4) in the World Browser.

    2. Click the Hidden in rendering viewsicon.

    When you render your scene the prism will not be rendered.

    Step 9: Display objects in rendering

    1. From the World Browser, select Prism(Surf #4).

    2. Click the Hidden in renderingicon.

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    Step 10: Create a group

    1. While pressing the CTRL button, select the Sphere, Tours, and the Cylinderin any view.

    The three objects and their icons turn red in the World Browser.

    2. From the World Browser, click the Create groupicon.

    Step 11: Add objects to a group

    1. Select the circle in any view.

    2. From the World Browser, drag and drop its icon, Curve #3, into the Groupfolder.

    Step 12: Remove objects from a group

    1. Click the +sign to expand the Group #1folder.

    2. Select the circle, Curve #3, within Group #1.

    3. Drag and drop Curve #3on the Worldicon or in another group (do not drop it in an emptyarea).

    Step 13: Ungroup an existing group

    1. Click Groupfrom the World Browser.

    The group icon becomes red.

    2. From the World Browser, click the Ungroupicon.

    Step 14: Disable picking objects

    1. Select the object you want to disable.

    2. Click Disable.

    The object is still selected.

    3. Click in an empty area to deselect it.

    The object cannot be selected in any view.

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    Step 15: Enable picking disabled objects

    As with hidden objects, to reselect and enable a disabled object is to select it in the WorldBrowser. To individualize which objects are disabled, activate the correct status filters.

    Click the Statusfilter pull-down menu and select Picking/B.Box.

    This pull-down menu allows you to decide which kind of information you want displayed in theWorld Browser.

    If you select Picking/B.Box, the World Browserdisplays only the icons of objects thatare not selectable or that use a bounding-box display.

    If you select Visibility, the World Browserdisplays only the icons of objects that are notvisible in the interactive views or in the rendering.

    If you select Shadows, the World Browserdisplays only the icons of objects that do notreceive or cast shadows.

    From the World Browser, select Surf #4.

    Click the Picking disabledicon again to enable it.

    When you choose another Filterstatus, remember to switch it to Visibility. Visibility is thedefault Filterstatus.

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    Chapter 7

    Construction Tree

    The solidThinking Construction Treeamplifies the power of all of the tools. You canmanipulate both the parameters and the points of all objects freely. It allows you to replacesource objects within the Construction Tree with immediate reconstruction. It is also possible tocollapse the Construction Tree, so is removing the history from an object. See the solidThinking

    Users Guidefor more details on the Construction History.

    It is important not to confuse the World Browserwith the Construction History.

    The World Browserallows you to view all objects in your scene.

    The Construction Tree allows to view and to navigate only the Construction History ofthe selected object.

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    Exercise 7.1: Understanding the Construction Tree

    Purpose

    To better understand how the Construction History works, let us take a look at this simpleexample.

    Step 1: Using the Construction Tree

    1. Open the file C-history01.st.

    In the World Browser, there are three objects: a curve and two solids. The Construction

    History helps understand how these solids are created.

    2. From the Topview, click the left cylinder solid 1. Make sure that the Object modeisactive.

    From the Construction Tree, we know that this object is not a free-form object, but a simpleprimitive created with solidThinking.

    3. Select the other object, solid 2. From the Construction History, we know that this object isnot a primitive or a revolved object, for example, but an object created with the Extrudecommand.

    Step 2: Read the Construction History of an object

    1. At the top of the Construction History is the name of the selected object and its history.

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    2. Solid 2is created using the Extrudetool.

    3. The name of the extruded curve is Curve1.

    4. Curve 1 is a circle.

    Step 3: Modify objects that are involved in a Construction History

    For instance, if we need to modify the radius of the solid, we must go back in the history andselect the circle. If we select Solid 2from the Modeling Toolpanel, we can access theextrusion parameters, such as height and sections and not the radius value of the circle. For

    this reason, to change the radius, we must navigate the history and select the circle to modify itsvalue.

    1. Click Solid 2in any view to select it.

    2. Within the Construction History, click the circle or on its name, Curve1.

    3. In the Modeling Toolpanel, change the Radiusvalue from 5to 7.

    Never cancel objects that are involved within a Construction History. For instance, if youcancel Curve1, Solid 2becomes an empty object. Remember that each Modeling Toolcreates the resulting object from the input parameters and object. If one source object isdeleted, the resulting object remains in the browser but does not contain any valid entity. Ifthis happens, you can undo the operation or replace the source object with another one andthe object becomes valid.

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    Exercise 7.2: More Complex Construction History

    Purpose

    This exercise illustrates how to edit an object with a Construction Tree.

    Step 1: Add a trim to the solid

    We will add a Trim operation to our solid, making the history of the objects more complex.

    1. Open the file C-history02.st.

    2. Click the Trimsolidicon near the Trimicon.

    3. The Pick curve:prompt is displayed. Click the Rectangle in the Frontview.

    4. The Pick surface:prompt is displayed. Click Solid 2in any view.

    What happened to Solid 2? solidThinkinghides Solid 2 and creates a new copy with thetrim operation. This means that we have two solids: the extruded one and the trimmed one.The extruded solid was automatically hidden.

    When we use modeling tools, such as Boolean, Intersection, Shell, Round, and so on, a

    new copy is always created and the original one is always hidden.

    Step 2: Navigate an objects history

    To better understand what happens when we trim an object, we must navigate its history.

    1. Click the Trimmed solid, Surf #3, in any view to select it.

    2. Within the Construction History, click the Extrude Modeling Toolor on its name, Solid 2.

    3. In the Modeling Toolpanel, change the extrusionLengthvalue from 10to 13.

    4. If you need to change the radius again, click the circle or on its name, Curve1.

    5. In the Modeling Toolpanel, change the Radiusvalue from 7to 5.

    Even if source objects are hidden, they can be modified as any other object.

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    Exercise 7.3: Replacing Objects

    Purpose

    This exercise illustrates how to replace a profile with another profile

    Step 1: Replace an object within a Construction History

    1. Open the file Replace01.st.

    2. Click the Lathe tool.

    3. The Pick Profile curve:prompt is displayed.

    4. In the Frontview, click Profile 1.

    5. The Rev. axis startprompt is displayed.

    6. Press ENTERto confirm.

    7. The Revolution axis direction:prompt is displayed.

    8. Press ENTERto confirm.

    If you did not click Profilein the Frontview, the revolution direction could change. Selectthe Z axisfrom the Modeling Toolpanel if this happens.

    Step 2: Replace the profile with another profile:

    1. Select the glass that you have revolved.

    2. From the Modeling Toolpanel, select the Replacecheck box and click Profile 2.

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    Exercise 7.4: Replacing Objects

    Purpose

    This exercise illustrates how to correctly replace the source object with a new one.

    Step 1: Replace a source object in an inexact way

    1. Open the file Replace02.st.

    2. Select the object Surf #3in any view.

    3. From the Construction History, select the Latheobject Surf #2.

    4. From the Lathe Modeling Toolpanel, select the Replacecheck box and click Profile 3.

    As you can see, the Replaceoperation is performed correctly, but the resulting object is notwhat we want. This is because there are other objects involved in this Construction History.For example, there are polar copy objects that are positioned at the center. When we

    replace the profile, solidThinking does not move the polar copy to the new location. Inthese cases, we must pay attention if other objects are involved in the History. We canplace the new profile in the same location as Profile 1.

    5. Select the object Surf #3in any view.

    6. From the Construction History, select the Latheobject, Surf #2.

    7. From the Lathe Modeling Toolpanel, select Replaceand click Profile 2.

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    As you can see, the result is correct.

    Even if you made a mistake, you can correct it without problems.

    Step 2: Repeat Step 1 using a different method

    1. Select the object Surf #3in any view.

    2. From the Construction History, select the Lathe object Surf #2.

    3. From the Lathe Modeling Toolpanel, select Replaceand click Profile 3.

    Here is the procedure to correct our mistake:

    4. Select the object Surf #3in any view.

    5. From the Construction History, select Profile 3.

    6. Click the Translateicon or use the T keyboard shortcut.

    7. Click Grid 2to activate it.

    8. Hold down theX keyboard shortcut and drag Profile 3to the center.

    Using the Construction History correctly helps you to correct errors and avoid using the Undofunction.

    Exercise 7.5: Collapsing a Construction History

    Purpose

    Sometimes, it can be useful to collapse the Construction History. To collapse a Construction

    Tree, unlink the selected object from the Construction History, leaving it freely editable.

    Step 1: Cut and collapse a Construction History

    Sometimes, it can be useful to collapse the Construction History. To collapse a ConstructionTree, unlink the selected object from the Construction History, leaving it freely editable.

    1. Open the file C-history02.st.

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    2. Select solid 2.

    3. Press the C keyboard shortcut or select the Edit > Collapse Construction Treemenuoption. The following dialog is displayed:

    This dialog gives you the option to delete or keep hidden source objects that are not used inanother Construction Tree.

    4. Click Yesto delete all source objects.

    Before collapsing. After collapsing and

    selecting Yes.

    After collapsing and

    selecting No.

    As you can see in the World Browserand in the Construction History, if you select Yes(see the image above) Solid 2does not have any more Construction History. In the WorldBrowser, the source Curve1is deleted.

    If you select No, Solid 2does not have any more Construction History. In the WorldBrowser, the source Curve1is still hidden in your scene. In this case, if you need it youcan visualize it in your views and use it for your needs.

    Exercise 7.6: Restoring a Step in the Construction History

    Purpose

    You can restore the second to last step (or any other step) in the Construction History. Whenyou choose a tool like Boolean operation, Round, or Trim solid, solidThinkinghides theobject and performs the operation on a new copy. You must delete the last operation and turnon the hidden object.

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    Below is an example. Suppose that we need to delete the two holes from this object.

    How do you know what the last operation is inthis Construction History?

    According to the Construction Tree, the lastoperation is the Trim solid.

    Step 1: Restore the second to last step in a Construction History

    1. Open the file C-history03.st.2. Select Surf #17. The Construction Tree shows that Surf #17is the result of the Trimsolid

    tool using two circles to trim Surf #16.

    3. Within the Construction History, click Surf #16.

    4. Click Hidden in interactive viewsicon to display.

    5. Within the Construction History, click Surf #17and click Delete.

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    Chapter 8

    Transformations

    Translation

    In the active working mode, you can use solidThinkingto translate objects or points. If youwant to translate an object, the Object modemust be active. If you want to translate points, theEdit modemust be active. To toggle between the Object modeand the Edit mode, press thespacebar.

    Exercise 8.1: Translation Methods

    Purpose

    This exercise illustrates how to translate objects in three different ways.

    Translate objects

    To translate an object, the Object modemust be active. Choose one of the following methods:

    1. Interactive translation (without choosing the Translatetool).

    2. Interactive translation (using the Translatetool).

    3. Numerical translation (using the Translatetool).

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    Step 1: Interactive translation (without choosing the Translate tool)

    1. Pick and drag one or more items in any 3D view to a new location. If you want to constrainmovement along one axis, hold down the X, Y, or Z key before dragging it or enable only theX, Y, or Z axis icons on theApplicationtoolbar.

    Note:When you select an object to translate, if you constrain movement along one axis,disabling X, Y or Z, the translation can be applied to the local axes or the global axes. Their

    orientation in the view is dependent on the orientation of the coordinate system, which canbe local or global.

    If you drag an object that has a complex construction history, it could take some time. Thismeans that solidThinkingmust recalculate the entire history. Moreover, when you

    translate a complex object, you must select other involved objects in the same history,otherwise this could compromise the final result.

    Step 2: Interactive translation (using the Translate tool)

    1. Pick the items you want to move.

    2. Click Translateor use the Tkeyboard shortcut. The Translation Manipulator, with 3arrows (red, green and blue), is displayed at the center of the object. Also, a blue hotSpot isdisplayed at the center of the Manipulator. You can drag and place this blue hotSpot in anylocation to define a different reference point that could be used as a snapping point.

    Remember that you can use Snapsto position the center in a specific location.3. Choose one of the following methods to translate your object:

    Drag the red arrow to translate the object along the X direction.

    Drag the green arrow to translate along the Y direction.

    Drag the blue arrow to translate along the Z direction.

    Drag the blue square to translate along the XY plane.

    Drag the green square to translate along the XZ plane.

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    Drag the red square to translate along the YZ plane.

    Click and drag in an empty space outside the Manipulator to translate freely in anydirection without any constraint.

    If you want to perform another translation operation using the Manipulator, you must clickthe Translation icon again or press T.

    It is better to use always the Translatetool, even if you can move objects without it,especially if there are many overlapped objects in your scene. In this case, you will avoidaccidentally selecting and moving other objects.

    Step 3: Numerical translation (using the Translate tool)

    1. Pick the items you want to move.

    2. Click Translateor use the Tkeyboard shortcut.

    3. Input the XYZ coordinates in theXYZfield on the Modeling Toolpanel to numerically

    specify the new location.

    Step 4: Translate objects in relation to a specific point

    1. By default, the translation reference point of an item is placed in relation to its local axes.

    2. Pick the item you want to move.

    3. Click Translateor use the Tkeyboard shortcut.

    4. Click the Pivot hotSpot (a blue point) of the item in any view and drag it to the new location.

    5. Choose one of the predefined Originoptions from the Modeling Toolpanel.

    6. Input the XYZ coordinates in the Pivotfield of the Modeling Toolpanel to specifynumerically the location of an arbitrary origin point.

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    Step 5: Translate points

    To translate points, the Edit modemust be active. Choose from one of the following methods:

    1. Interactive translation (without choosing the Translatetool).

    2. Interactive translation (using the Translatetool).

    3. Numerical translation (using the Translatetool).

    When you switch to Edit mode, not all kinds of objects display points. For example, if youselect an object that has a construction history and you switch to Edit mode, no points aredisplayed. In this case, you can collapse the object or you can activate the Point edittoolon theApplicationtoolbar.

    Step 6: Interactive translation (without choosing the Translate tool)

    1. Select your object and switch to Edit mode.

    2. Select the points you need to translate and drag in any 3D view to a new location.

    Step 7: Interactive translation (using the Translate tool)

    1. Select your object and switch to Edit mode.

    2. Select the points you need to translate.

    3. Click Translateor use the Tkeyboard shortcut.

    4. Use the Manipulator to move it or click an area of the view that is clear of any items anddrag to the new location. If you want to constrain movement along one axis, hold down theX, Y, or Z key before dragging it.

    Step 8: Numerical translation (using the Translate tool)

    1. Select your object and switch to Edit mode.

    2. Select the points you need to translate.

    3. Click Translateor use the Tkeyboard shortcut.

    4. Input the XYZ coordinates inXYZfield on the Modeling Toolpanel to specify numericallythe new location.

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    RotateWith the active working modes, you can use solidThinkingto rotate objects or points. Torotate objects, be sure that the Object modeis active. To rotate points, you must switch to Editmode. To toggle between Object modeand Edit mode, press the spacebar.

    By default, rotation is view dependent. This means that the rotation is performed according tothe two-dimensional plane of the window view where you have selected the item to rotate.

    Exercise 8.2: Rotation Methods

    Purpose

    This exercise illustrates how to rotate objects.

    Step 1: Rotate objects in a specific view

    1. Click the Topview to activate theXYplane.

    2. Select one or more objects that you want to rotate.

    3. Click the Rotateicon or use the Rkeyboard shortcut. The Rotation Manipulator, with 3arcs (red, green and blue) and a yellow circle, is displayed at the center of the object. Also,

    a blue hotSpot is displayed at the center of the Manipulator. You can drag and place thisblue hotSpot in any location to define a different rotation center. Remember that you canuse Snapsto position the center in a specific location.

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    4. Choose one of the following methods to translate your object:

    Drag and rotate the yellow circle to rotate the object according the plane of thewindow view where you have selected the item to rotate.

    Drag and rotate the blue arc to rotate the object on the XY plane.

    Drag and rotate the green arc to rotate the object on the XZ plane.

    Drag and rotate the red arc to rotate the object on the YZ plane.

    If you want to perform another rotation operation using the Manipulator, you must click the

    Rotation icon again or press R.

    Step 2: Rotate objects in a specific plane (non-view dependent)

    1. Select one or more objects that you want to rotate.

    2. Click the Rotateicon or use the Rkeyboard shortcut.

    3. From the Modeling Toolpanel, under Pred. rot. Axes, selectY.

    4. Click directly on the object or an area of the view that is clear of any items and drag it torotate.

    Step 3: Rotate objects numerically

    1. Click the Frontview to activate theXZplane.

    2. Select one or more objects that you want to rotate.

    3. Click the Rotateicon or use the Rkeyboard shortcut.

    4. Input the value in theAnglefield of the Modeling Toolpanel to specify the degreenumerically or move theAngleslider of the Modeling Toolpanel.

    Step 4: Rotate an object in relation to a specific point

    By default, the center of rotation of an object is placed in relation to the center of its boundingbox.

    1. Click the Frontview to activate theXZ plane.

    2. Select the object that you want to rotate.

    3. Click the Rotateicon or use the Rkeyboard shortcut.

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    The views display the center of rotation with a blue hotSpot.

    4. Click and drag the center (the blue hotSpot displayed at the center of its bounding box) tothe new location.

    5. Click the object or an area of the view that is clear of any items and drag it to rotate. If youwant to constrain Rotationwith a definite degree, just activate the Snap to rotateicon.

    Step 5: Rotate an object in relation to its origin

    1. Select the object that you want to rotate.

    2. Click the Rotateicon or use the Rkeyboard shortcut.

    The views display the center of rotation with a blue hotSpot.

    3. From the Modeling Toolpanel, select one of the predefined Originoptions.

    4. Click and drag it to rotate.

    Step 6: Rotate points of an object

    1. Click the Topview to activate theXY plane.

    2. Select a curve or a surface and press the spacebar to switch to Edit mode.

    3. Select the points that you want to rotate.

    4. Click the Rotateicon or use the Rkeyboard shortcut. The views display the center ofrotation with a blue hotSpot.

    5. Use the Manipulator to rotate.

    Scale

    Similar to Translationand Rotationtools, the Scalecommand is used to scale objects orpoints. To scale objects, the Object modemust be active. To scale points, you must switch toEdit mode. To toggle between Object modeand Edit mode, press the spacebar.

    Exercise 8.3: Scaling Methods

    PurposeThis exercise illustrates how to scale objects.

    Step 1: Scale an object

    1. In any view, select one or more objects that you want to scale.

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    2. Click the Scaleicon or use the Skeyboard shortcut. The Scale Manipulator, with threearrows and a small cube at the end of each line (red, green and blue), will appear at thecenter of the object. Also, a blue hotSpot is displayed at the center of the Manipulator. Youcan drag and place this blue hotSpot in any location to define a different scaling point.

    3. Choose one of the following methods to translate your object:

    Drag the red arrow to scale the object along the X direction.

    Drag the green arrow to scale along the Y direction.

    Drag the blue arrow to scale along the Z direction.

    Drag the blue square (near the center) to scale along the XY plane.

    Drag the green square (near the center) to scale along the XZ plane.

    Drag the red square (near the center) to scale along the YZ plane.

    Click and drag in an empty space outside the Manipulator to scale freely in anydirection without any constraint.

    If you want to perform another translation operation using the Manipulator, you must clickthe Translation icon again or press T.

    Important note:When scaling an object, if an object has a Construction History, you cannotscale the object in one direction only. You can only scale the object proportionally. TheManipulator indicates that an object has a Construction History by displaying yellow cubesat the ends of the XYZ arrows and at the plane points. If you remove the ConstructionHistory of an object or select an object without a history, the Manipulator displays red, greenand blue cubes instead of the yellow cubes. This indicates that you can now scale the objectin a non-proportional way, moving in the X, Y or Z direction.

    Step 2: Scale an object along a specific axes

    1. From the Topview, select an object you want to scale.

    2. Click the Scaleicon or use the Skeyboard shortcut.

    The views display the center of scale with a blue hotSpot.

    3. From theApplicationtoolbar, leave theX axisactivated.

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    4. Click directly on the object or an area of the view that is clear of any items and drag themouse to scale. If you want to constrain scaling by a specific step, activate the Snap toscaleicon.

    Remember to reactivate the Y and Z axis on theApplicationtoolbar, otherwise you will notbe able to draw or move objects on these axes.

    You cannot scale along a single axis, a primitive, or an object that is involved in a

    construction history. In this case, the scale is performed always in XYZ. To scale it alongone axis, you need to collapse it. See Construction Tree, Chapter 8.

    Step 3: Scale an object numerically

    1. In any view, select one or more objects that you want to scale.

    2. Click the Scaleicon or use the Skeyboard shortcut.

    The views display the center of scale with a blue hotSpot.

    3. Input the value in the Scalefield of the Modeling Toolpanel to specify the scale factor

    numerically or move the Scaleslider on the Modeling Toolpanel.

    Step 4: Scale an object in relation to a specific point

    By default, the center of scaling of an object is placed in relation to the center of its boundingbox.

    1. Select the object that you want to scale.

    2. Click the Scaleicon or use the Skeyboard shortcut.

    The views display the center of rotation with a blue hotSpot.

    3. Click and drag the center (the blue hotSpot displayed at the center of its bounding box) tothe new location to define the origin (center) of the scaling.

    4. Use the Manipulator to scale. Or, input the value in the Scalefield of the Modeling Toolpanel to specify the scale factor numerically, or move the Scaleslider of the Modeling Toolpanel.

    Remember that you can use Snapsto position the center in a specific location.

    Step 5: Scale points of an object

    1. Select a curve or a surface and press the spacebar to switch to Edit mode.

    2. Select the points that you want to scale.

    3. Click the Scaleicon or use the Skeyboard shortcut. The view displays the center ofrotation with a blue hotSpot.

    4. Use the Manipulator to scale.

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    If you need to change the size of a primitive or an object that is involved in a constructionhistory, it is better to modify its parameters from the Modeling Toolpanel instead of usingthe Scaletool. This helps you avoid scaling its matrix.

    Bounding Box Fitting

    Scales a given object to fit it into a user-defined box. Scaling transformation can be non-uniform so that you can define exact dimensions for each direction (X, Y, Z) of the box.

    You cannot use the Bounding box fitting with primitives or objects that are involved in aconstruction history without collapsing them. If you dont need to collapse an object, just modifyits parameter in the Modeling Toolpanel instead. (See Chapter 7, Construction Tree).

    Exercise 8.4: Using the Bounding Box Fitting

    Purpose

    This exercise illustrates how to resize an object by entering precise values.

    Step 1: Size an object

    1. Select an object. If the object has a Construction Tree, the program displays an alertmessage informing you that a copy of the object will be created.

    2. Click the Bounding box fittingicon.

    3. Pick and drag a hotSpot to change the dimension of your bounding box or insert the newvalue in the Widthfield on the Modeling Toolpanel.

    You can deactivate the Constrain Proportionson the Modeling Toolpanel to set differentvalues in Width, Depthand Height. You can also set a custom scaling center.

    Non-uniform scaling transformations do not maintain geometric properties like tangency andcurvature continuity between adjacent surfaces.

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    Chapter 9

    Construction Aids

    Background Image

    Background images are useful when you need to draw real objects without spending a lot oftime measuring those using rulers, gauges, or other precision measuring tools. This is whereimages or photos become useful.

    Exercise 9.1: Using Reference Images as a Background

    Purpose

    This exercise illustrates how to set a background image in an active view.

    You will need some images or sketches like these below.

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    You must prepare one sketch for each view. The top sketch in the Topview, the left sketch inthe Leftview, and so on.

    Once you prepare the images, you can set them as backgrounds.

    Step 1: Set a background image in the Topview

    1. Activate the Topview.

    2. From the Viewmenu, select the Background imagecommand.

    3. Click Browseto choose the image audi-tt_Top.tif.

    4. Set the Horizontaldimension to 404and clickApply.

    5. Activate the Centerposition.

    6. Set Transparencyto 0.4and click OK.

    7. Zoom your Topview to see the entire image.

    8. Your Topview should look like this:

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    Step 2: Set a background image in the Frontview

    If you trim your images exactly at the edge of your sketch, you can define the real dimension ofyour 3D model.

    1. Activate the Frontview.

    2. From the Viewmenu, select Background image.

    3. Click Browseand choose the audi-tt_Front.tif.

    4. Set the Horizontalsize dimension to 404and clickApply.

    5. Activate the Centerposition and clickApply.

    6. Set the Vertical Originto 68(more or less half of the cars height).

    7. Set Transparencyto 0.4and click OK.

    Your Frontview should look like this:

    Step 3: Set a background image in the Rightview

    1. Activate the Rightview.

    2. From the Viewmenu, select Background image.

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    3. Click Browseand choose the audi-tt_Right.tif.

    4. Set the Horizontalsize dimension to 186and clickApply.

    5. Activate the Centerposition and clickApply.

    6. Set the Vertical Originto 68and clickApply.

    7. Set Transparencyto 0.4and press OK.

    Step 4: Set a background image in the Leftview

    1. Click the Rightview to activate it. Click the name of the Rightview on the left of the title barand select the Leftview.

    2. Repeat the same procedure as the Rightview and choose the Leftimage.

    Your views should look like this:

    3. Click the Orthoadjusticon from theApplicationtoolbar.

    The Ortho adjustforces all the orthographic views to have the same zoom and view point asthe selected one.

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    Step 5: Draw curves and surfaces to model the car

    1. Now you can use these reference images to draw curves and surfaces to model your car.

    2. Background images are not used for the final rendering, in which case you should use theImage shadersfrom the Background shader class.

    3. If you want to remove an image as the background of a view, deactivate Visibilityfrom theBackground imagepanel.

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    Chapter 10

    Preferences

    Exercise 10.1: Setting Preferences

    Purpose

    Before starting any project, you must modify some default settings in solidThinkingfor yourpersonal preferences.

    Step 1: Set your preferred unit

    1. From the Helpmenu, select Preferences.

    2. Once opened, five tabs are displayed: General, Units, Tolerances, Dimensionsand View.

    3. Click the Unitstab and select your preferred unit. The Unitssection allows you to specify

    the units of your scene. solidThinkingallows you to choose among various standard units(Standardunits) as well as to specify your own unit (Customunits).

    4. If you need to set the new unit as your default unit, click Save as default. Otherwise,solidThinkingopens a new file with the default unit that can be different than the unit youchoose.

    5. Setting a different unit will not scale your scene to the new unit.

    Step 2: Set your preferred modeling tolerance

    1. Click the Tolerancetab and select your preferred unit.

    2. In the Positional 3D tolerancefield, enter the value 0.001to set your accuracy 3D model.This ensures that surfaces you create do not deviate from the theoretical result more thanthe specified tolerance.

    The lower the tolerance, the higher the precision, but also the slower the computation. The0.001 value should be appropriate for small objects, while the 0.01 value should beappropriate for most cases. Angular toleranceand Curvature tolerancework with thesame approach.

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    Step 3: Increase performance with complex scenes

    1. With some complex scenes, you might need to increase performance. In this instance, youcan disable the Undo buffer.

    2. Click the Generaltab and change the Undo buffervalue from 10to 0, which causessolidThinkingto not save any temporary file. This increases dramatically the performanceand reliability within solidThinking. However, you will not be able to undo operations and

    solidThinkingdoes not recover the scene if your session terminates abnormally.

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    Chapter 11

    Grids

    Grid Setup

    Grids help you place points and objects into the scene with precision. They are extremelyuseful for placing and aligning objects in an accurate manner.

    solidThinking lets you adjust grid settings through the Grid setuppanel, which can beaccessed by selecting the Edit > Grid setupcommand or by using the shortcut Ctrl+Shift+G.

    From the Grid setuppanel, you can define up to four different grids, each with its own origin,spacing, grid type, and color.

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    Changing Your Grid Size

    You can set the spacing of the grids to match the scale of your scene. For instance, if your unitis millimeters and your object is small (between 0 - 50 mm), you can use small grid spacing:

    Grid 1 - Spacing 0.1, 0.1, 0.1

    Grid 2 - Spacing 1, 1, 1

    Grid 3 - Spacing 5, 5, 5

    Grid 4 - Spacing 10, 10, 10

    If your unit is centimeters and your object is between 100 - 1000 mm, you can use larger gridspacing:

    Grid 1 - Spacing 1, 1, 1

    Grid 2 - Spacing 10, 10, 10

    Grid 3 - Spacing 50, 50, 50

    Grid 4 - Spacing 100, 100, 100

    Similarly, for building the basic grid spacing, you can decrease the size for additional grids. Ifyou set all spacing values to zero, the grid will not be drawn.

    Exercise 11.1: Activating and Inactivating a Grid

    Purpose

    This exercise illustrates how to activate and inactivate a grid.

    Step 1: Activating and inactivating Grid 1

    1. To activate Grid number 1, click on its icon:

    2. To inactivate Grid number 1, click again on its icon:

    3. You can also activate and inactivate grids in the Grid setupdialog in theActive snapsection.

    4. You can toggle between grids while you are drawing any curve or inserting primitives. Inthis way, you can increase the modeling precision process.

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    Step 2: Hide one or more grids from view

    1. Open the Grid setupdialog.

    2. Click the grid you want to hide under Visible grids.

    Step 3: Hide all grids in the 3D view

    1. From the Helpmenu, select Preferencesand click the Viewtab.

    2. Select Grid in ortho viewsto activate or inactivate all visible grids in all orthogonal views.Or, click Grid in 3D viewsto activate or inactivate grids in all Perspectiveviews.

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    Chapter 12

    Curves

    NURBS Curve

    A NURBS curve (Non-uniform rational B-spline) is a mathematical model used for generatingand representing curves.

    A NURBS curve is defined by its order, a set of weighted control points, and knots (see below).NURBS curves are generalizations of both B-splines and Bzier curves, the primary differencebeing the weighting of the control points which makes NURBS curves rational (non-rational B-splines are a special case of rational B-splines).

    solidThinkinglets you draw curves by placing control points. You can use these tools to drawfree form curves.

    Exercise 12.1: Drawing Curves

    Purpose

    This exercise illustrates how to draw a NURBS curve.

    Step 1: Draw a NURBS curve

    1. Click the NURBS curveicon.

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    2. Click in any view to add points.

    3. Press the spacebar to end.

    Do not press ENTERto end a curve. If you press ENTER, you add a new point in the samelocation of the preceding point. This may cause problems with your geometry.

    In object mode, you can notice a small arrow displayed at the starting point of each curveshowing the direction of the curve.

    Exercise 12.2: Modifying Curves

    Purpose

    This exercise illustrates how to modify control points.

    Step 1: Modify a NURBS curve

    1. Open the file Curves.st.

    2. Select the NURBS curve (Curve #1) in the Topview.

    3. Press the spacebar to switch to Edit mode.

    4. Click and drag any point to a new location.

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    5. When you switch to Edit mode, solidThinking displays points in blue.

    6. When you select a point, solidThinking displays points in yellow.

    7. When you place the mouse over a point, solidThinkingdisplays a text box that indicatesthe number of the point. This information is helpful to know the direction of the curve.

    Step 2: Multiple selection

    For multiple selections, press the CTRLkey and pick points to select.

    For consecutive selection, press the SHIFTkey.

    1. Select the NURBS curve (Curve #1) in the Topview.

    2. Press the spacebar to switch to Edit mode.

    3. Pick Point #1.

    4. Press the SHIFTkey and click on point 4. solidThinkingselects all points between 1 and 4.

    5. To deselect a point, press the CTRL

    key and click the point to deselect it.6. To deselect all points, click in an empty space in any view.

    Step 3: Add a point between 2 points

    1. Select the NURBScurve

    2. If Object modeis active, press the spacebar to switch to Edit mode.

    3. Pick Point #2,press the CTRLkey and pick Point #3.

    4. From the Modeling Toolpanel, activate the Insert check box.

    5. From the Topview, click betweenpoint #2andpoint #3to insert a point and press thespacebar to end, otherwise you will continue to insert a point.

    Step 4: Add more points between two points

    1. Select the NURBS curve.

    2. If Object modeis active, press the spacebar to switch to Edit mode.

    3. Pick Point #4, hold down the CTRLkey, and pick Point #5.

    4. From the Modeling Toolpanel, activate the Insert check box.

    5. In the Topview, click betweenpoint #4andpoint #5to insert a point and press thespacebar to end.

    Be sure to insert points in the right direction of the curve.

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    Step 5: Continue a NURBS curve part one

    1. Select the NURBS curve.

    2. If Object modeis active, press the spacebar to switch to Edit mode.

    3. Select the last point of your curve.

    4. From the Modeling Toolpanel, activate the Insert check box.

    5. In the Topview, continue your curve by inserting points in the correct direction.

    6. Press the spacebar to end or click the Insert check box in the Modeling Toolpanel todeactivate it.

    Step 6: Continue a NURBS curve part two

    You cannot insert more then one point at the start of the curve, because curves have only onedirection in space. This direction is called U. The direction is determined by the start and endpoints. If you need to insert more points at the start of your curve, you must invert its direction.

    1. Select the NURBScurve.

    2. If Object modeis active, press the spacebar to switch to Edit mode.

    3. From the Modeling Toolpanel, click Invert.

    4. Selectpoint 1.

    5. In the Topview, continue your curve by inserting points in the correct direction.

    6. Press the spacebar to end or activate the Insert check box from the Modeling Toolpanel todeactivate it.

    Order

    The order of a NURBS curve defines the number of nearby control points that influence anygiven point on the curve. The order is the maximum number of bends you can get in each span.The order is determined by the number on points. Remember that the number of control pointsmust be greater than or equal to the order of the curve. A curve that has three points cannothave more than an order of 3. It can have order 2 and order 3. A curve that has four pointscannot have more than an order of 4. It can have an order of 2, 3, and 4, but not an order of 5,and so on.

    solidThinkinglets you work with NURBS curves that have orders from two to seven. Thedefault order is 4. It is better not to exceed an order of 5. Higher orders are practically neverused because they lead to internal numerical problems and tend to require disproportionatelylarge calculation times.

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    Exercise 12.3: Modifying the Continuity of a NURBS Curve

    Purpose

    This exercise illustrates how to modify the order of a NURBS curve.

    Step 1: Modify the order of a NURBS curve

    1. Select the NURBS curve.

    2. If Object modeis active, press the spacebar to switch to Edit mode.

    3. In the Modeling Toolpanel, insert the value 5in the Orderfield.

    When you increase the order, the curve moves away from the points and its shape changes.It is not possible to reduce a NURBS curves order without changing its shape. Moreover,the order modifies the entire curve and not just a part of it.

    Step 2: Add and delete curve entities1. Select the NURBScurve.

    2. Activate the Edit mode.

    3. Select the points you want to delete and click Delete.

    Exercise 12.4: Adding and Deleting Curve Entities

    Purpose

    This exercise illustrates how to add a new curve entity.

    Step 1: Add a new entity

    1. Open the file Add curve entity.st.

    2. Select the curve and switch to Edit mode(press the spacebar).

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    3. Enlarge the Topview.

    4. Selectpoint #3.

    5. From the Modeling Toolpanel, click New entity.

    6. From the Topview, click the position at which you want to add a point.

    7. Add other points and press the spacebar to end.

    To add a new entity, the curve must be collapsed. If your curve is in the ConstructionHistory and you do not want to collapse it, draw a new curve and use the Combinecommand to combine them together.

    Step 2: Delete a single entity

    1. Press the ALTkey and click the entity that you want to delete. The entity is displayed in redand the other entity is displayed in magenta.

    2. Click Delete.

    3. You can also select entities within the World Browser. Select the curve, click the + sign,

    and click the entity that you want to delete.

    NURBS curves can be closed in two ways: smoothly, or with a corner at the start and end ofthe curve. A smooth, closing curve is called aperiodiccurve and a corner, closing curve iscalled non-periodic.

    Step 3: Close a curve (Periodiccurve)

    1. Create a new file.

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    2. From the Topview, draw a NURBS curve similar to the curve in the image below. Press thespacebar to end.

    3. From the Modeling Toolpanel, select Closedunder Curvetype.

    4. Switch to Edit modeand move the first or last point to modify its location.

    As you can see, the Periodiccurve stays smooth when you modify it.

    If you want to create a Periodiccurve (smooth closing), you must always leave an opening

    as shown in the image above. You do not need to overlay the first and the last point if thecurve must be Periodic.

    Step 4: Close a curve (Non-Periodic curve)

    1. Create a new file.

    2. In the Topview, draw a NURBS curve similar to the curve in the image below. Press thespacebar to end.

    3. Hold down the CTRLkey and pick the first and last point.

    4. From the Modeling Tool,panel, click Jointo close it.

    If you want to create a Non-Periodiccurve (with a corner closing), do not select Closedunder Curve type. This could be problematic.

    If you want to separate the start and the end points, select the joint point. From theModeling Toolpanel, click Un-join.

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    Exercise 12.5: Modifying the Weight of a NURBS Curve

    Purpose

    This exercise illustrates how to modify the weight of a point.

    Step 1: Modify the weight of a point

    As seen above, the control points determine the shape of the curve. Typically, each point of thecurve is computed by taking the weighted sum of a number of control points. Weighted curvesare used to define precise shapes such as arcs, circles, cylinders, spheres, and so on.

    1. Open the file Weighted curve.st.

    2. Select the curve.

    3. Switch to Edit mode.

    4. Selectpoint #2.

    In the Modeling Toolpanel, insert the value 0.707in the Weightfield.

    As seen in the image above, using the value 0.707, the curve became a weighted curve anda perfect arc, while the non-weighted curve is not an arc, but a free-form curve.

    Basically, to produce a circular arc from a NURBS curve with three control points as theexample above, the end points must have the same weight (1.00), while the weight of thecentral point must be equal to one-half the cosine of half the angle between the segments

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    joining the points 0.707. The value 0.707 is the cosine of 45. 0.707 generates a perfectarc if the 2 polygons (the