#11
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3D certainly involves a certain amount of extra work but it's nowhere near as much as trying to do two different perspective views of the same object by hand. I've done perspective drawings by hand and I'm glad I learned how to do it, but I don't plan on ever doing it again. |
#12
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#13
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Not true. If you've got a formula, of course you can implement an analytic solution. In my program, GNU 3DLDF, I usually use both implicit and parametric equations for geometric figures, if they exist. I use the parametric equation to find the points on the figure when creating it and the implicit equation to test whether a given point lies on the figure or not. The latter is needed, for example, for finding intersections.
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#14
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I'm using autocad 2023..
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#15
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[QUOTE=mbauer;788667]Wondering if Fusion 360 shows you what the ARC length is if you select it and look at the property box for it?
Yes, it does have that capability. Its actually fairly easy to get the length and measure angles, find diameters, radius points, etc.
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"This is your life, and it's ending one minute at a time." |
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#16
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I managed to learn the basics of it but it is extremely time consuming, and anyways CAD was just starting to really go mainstream and was replacing the mechanical drafting I had been trained on. I was forced to part with my drafting table for lack of space...
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"This is your life, and it's ending one minute at a time." |
#17
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It might not exactly be easy, but it would certainly be possible. |
#18
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Do you make your models as a solid model first? Or as a surface model? How do you unroll the models?
I don't use NURBS for modeling since my dabbling in CAD is usually working off of prints with dimensions which NURBS is pretty much useless for. Most of the time I am creating solid models which are then used for toolpaths for machining or converted into models for 3D printing. The workflow for turning a CAD generated model into a set of parts for a paper model is where I am stuck since there doesn't really seem to be a clear-cut process and every modeler seems to be different in their approach.
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"This is your life, and it's ending one minute at a time." |
#19
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Linear perspective is a difficult way of doing something that is very easy to do in 3D, like the way sundials are laid out (another application of projective geometry). Doing it by hand is tedious, time-consuming and error-prone and when you're done, all you have is a single view. If you want another one, you have to start again from scratch. Glad I did it, never want to do it again. Too bad about the drafting table. I always wanted one but now I find I like drawing on a horizontal table because I always turn the drawings, which would be hard to do on a slanting surface. |
#20
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Most parts for manufactured objects are either rectangular, polygonal, cuboidal, circular or spherical anyway, so it's not too hard to make sets of plans for most objects. Things like gear teeth which are made using other curves are often flat, so that's no problem, either. For shoes and clothing, there are traditional methods and I've never seen a mathematical treatment of this subject. |
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