Biggest beginner concept that totally transformed my attitude and way of looking at 3d modeling was "not treat each modeling approach completely separate from each other" thank you!
Hey name notimportant - just wanted to say that was a really great tutorial. No fancy lingo, no showing off, no shitty euro tune in the background - just the essentials explained in an easy to digest manner. I wish more people made videos like you. Thank you so much for taking the time out of your day to make these! Keep it up.
Even though you don't go into the detail of the app itself, this is one of the most helpful videos on Fusion 360 I've seen, with more than one solution to many problems I spent a lot of time trying to fix. Thank you so much!
Wooh 7 yrs ago! Well I'm just 2 mins into this content and... I was just tryn to have a break from Fusion360. It's weird not, because this appears to be the very basics I'm missing so why I'm struggling to draw some features. It's not a drawing tutorial video. That's why I'm not felling like to yeeeet the pc from the window anymore! Chilling, useful stuff. Thanks, congrats for the clarity of your explaining!
This is the best video I have seen that compares and contrasts what I consider traditional (overbuilding) vr T-splines and how they can even work together !!
it's easy. All you have to know is the knowledge of CAD and how CAD and Parametric design works. It's easier than Rhino, but still Rhino is best when it comes to these sort of stuff.
I'm at the point with working with t-splines that this was EXACTLY what I needed to see. Thanks a lot for this lesson, and I really liked the overall presentation of info.
This is probably one of the best explanations for this topic I have ever seen. It's not too fast if you turn on half speed in the YT player haha. Please keep the brilliant videos coming. Subbed.
my guy this is amazing! i'm still learning a ton and never even knew t spline shaping existed my original intent was just to build guitar models for cnc produciton but damn there is sooooooooo much more that can be done!!!!!
your little written notes on the video are hilarious hahaha well done. Don't use Fusion just SW but well put together video and fast to the point. I like
Awesome video! You have a really great way of explaining things. I like how you combine video examples with pictures and text besides your voice. Great job!
I am using T-spines since the beginning of a Rhino plug in and Fusion T-spline modeling since 2013 but THIS VIDEO IS THE BEST OVERALL TUTORIAL EVER !!! Congrats man without a name ! I'm out ...
Chris, I have watched Sky greenwalts videos, talk to Sky personally, paid him for consulting and still not a good explanation of what he was talking about. This is 10X better. Greatest take away. Watch Maya videos to learn how to use T-splines. That is where it all comes from.
That is where I am headed. I loved T-splines for rhino, but unfortunately didn't buy it when I could had. Now I have to learn Fusion 360 to use T-splines again. I'm still not sure If I think fusion is the way to go. May look into clayoo. hmmm.
love your simplistic approach. even though I just stumbled onto this and see its quite old. I'll subscribe. in the hopes you further the T-Splines and other stuff in F360. great job man!
I've considered doing this, but to do it right would take months with my schedule so I scrapped the idea. If you're really interested in modeling cars in Fusion, your best bet right now would be to adapt tutorials from other software... and keep an eye on tutorials for "Alias Speedform" - it's like a modified version of Fusion aimed more closely at car modelers. Here's a video of speedform cut to modeling a car (you can see the similarity to fusion): ua-cam.com/video/j3n0M43mHx4/v-deo.htmlm50s You could look at tutorials for T-splines in Rhino: ua-cam.com/video/C6DE5CZGPb8/v-deo.html You could also look at poly-modeling videos like this: [maya] ua-cam.com/video/DEmjAr2xyyg/v-deo.html [3ds max] ua-cam.com/video/H7-FuUZGp2E/v-deo.html Or surface modeling videos like this: [solidworks] ua-cam.com/video/PuppqhY00w4/v-deo.html
@@unimportantprojects poly modeling is so similar its almost funny. I model exclusively in blender, right? so I one day heard about T splines, was like "hmm that loks suspiciously like subsurf modifier in Blender (which everyone uses for everything)", and downloaded Fusion and imported the mesh of a car I've been working on (without the modifier applied, so it was just blocky and low-poly). Convert to T spline. It looks IDENTICAL to the version in Blender. Honestly, I would rather use Blender or max, maya etc if using t splines anyway. The tools in those programs are so delevoped from decades of updates that you can accomplish something way faster. Seriously, is there any reason to make a t spline mesh in Fusion with all its Autodesk suckiness and jankiness? I fail to see any reason not to make any t spline object in Blender and import into Fusion, it takes like 3 second to import and has an identical result.
Do you have a video where you explain what you did 9:17? That looks like You're using a pipe like in other videos, but it doesn't seem to be of uniform shape. I'd love too see what you did.
That was done with a surface loft. Create 3 construction planes using "plane along path", one at beginning, middle, and end of the edge you are applying this to. On those three planes, create sketches with circle profiles with the desired diameter at that position. Then create a surface loft between the three circles. You can then use that surface to trim - depending on the geometry, you may want to apply a surface extend to the ends of that loft to make sure it covers the area you want to trim. Hope that helps.
I didn't fully understand at 1:50 what the difference is between loops and rings. Is it that (a) a ring is a single segment and a loop is made up of multiple segments (rings?) like you show above or (b) loops go in one direction and rings go in the other (a bit like "U" and "V" directions in Rhino) also like what you show above? Both Loops and Rings are closed shapes in the real world but that logic doesn't help me figure out the difference. Can you or anyone please clarify? Great tutorial by the way.
Very entertaining. What would I need to do to the model of the car to make it suitable for 3D printing? I mean would the body need to have thickness? I reckon you could probably print it at it is, but it wouldn't be hollow. It would take a lot of material to print. Thanks.
Interesting, it is almost as if Fusion can be a hybrid Polygon / T-Spline modeler for semi or realistic models, ditching other tools such as Modo for modeling etc. It is mentioned in this video that Fusion likes only quads, is it safe to assume you can export your mesh as in the car example to a pure quad polygonal mesh ? I'd love to analyze the garden hose as a pure quad polygon mesh ? I should begin using Fusion again strictly for half of all my modeling tasks.
but how to create a surface like those you created for the trimming? and how to position them in the way that suites you? i hope you reply to my comment even tho its the first since 2 years
The most interesting part of the video is how does the spline cage fine-tune the intersections? I don't understand the most interesting part (7:53) I would be glad if someone could tell me
Hi, very helpfull tutorial, I have a problem in the patch workspace, when I want to make a loft I don't have the option of changing the surface continuity, the only options are Connected and Direction, but not G1 and G2, is it because I only have the student version or is there something wrong with my Fusion 360 ??
Eugen Seiler this is the curvature map analysis in the inspect panel. You can find more here: knowledge.autodesk.com/search-result/caas/CloudHelp/cloudhelp/ENU/Fusion-Form/files/GUID-11FD0802-0100-4131-88D7-37A41F74C6FB-htm.html
Thank you for putting this tutorial together, I'm looking to transition from Solidworks to Fusion and surface modelling is the biggest difference I'm finding. Is there a version of boundary blend in Fusion or do you just have to use a mixture of Patch and Loft?
account505 Surface modeling in Fusion 360 isn't quite at the level of Solidworks, but it is getting better. There is no boundary surface feature, but loft now has guide-rail continuity controls and patch can now add guide curves (both of these were added after the making of this video) - this fills most of what I'd be using boundary surfaces for.
This is amazing got any other good resources for understanding modeling? I have touched solidworks maya max and now fusion but haven't gotten a good in depth explanation with visuals like this. SOLID
Biggest beginner concept that totally transformed my attitude and way of looking at 3d modeling was "not treat each modeling approach completely separate from each other" thank you!
Coming from 10 years in the poly modeling industry this is the first tutorial about tsplines that made sense and bridged the gap..thanks
Why did you stop, you have great knowledge and a great teaching style. Your examples are useful and simple. We need you!
Hey name notimportant - just wanted to say that was a really great tutorial. No fancy lingo, no showing off, no shitty euro tune in the background - just the essentials explained in an easy to digest manner. I wish more people made videos like you. Thank you so much for taking the time out of your day to make these! Keep it up.
Even though you don't go into the detail of the app itself, this is one of the most helpful videos on Fusion 360 I've seen, with more than one solution to many problems I spent a lot of time trying to fix. Thank you so much!
Wooh 7 yrs ago! Well I'm just 2 mins into this content and... I was just tryn to have a break from Fusion360. It's weird not, because this appears to be the very basics I'm missing so why I'm struggling to draw some features.
It's not a drawing tutorial video. That's why I'm not felling like to yeeeet the pc from the window anymore!
Chilling, useful stuff. Thanks, congrats for the clarity of your explaining!
wooh 2 months ago!
This is the best video I have seen that compares and contrasts what I consider traditional (overbuilding) vr T-splines and how they can even work together !!
I wish I was more advanced so I knew half the stuff he was talking about but this video is incredible work! Great editing to quickly get ideas across!
it's easy. All you have to know is the knowledge of CAD and how CAD and Parametric design works. It's easier than Rhino, but still Rhino is best when it comes to these sort of stuff.
The section on moving splines makes this video worth its duration in gold!
Awesome tut... I like how you moved fast and didn't get hung up like all the horribly boring tuts out there. Keep it up...
I'm at the point with working with t-splines that this was EXACTLY what I needed to see. Thanks a lot for this lesson, and I really liked the overall presentation of info.
This is exactly how software tutorials should be. You nailed it dude, great video!
I have been looking for good methodology tutorials for a while now! Glad I found this.
That was by far the best tutorial iv watched... Bravo...
Great video. I can't believe you only have 11 videos on your channel. You explain things very well.
Thanks for the tutorial. Format is different from most tutorials but for the better.
This is the video I was looking for. Thanks a lot man. It takes skills to simplify all these concepts like you did.
So much info in so short a tie. I will have to rewatch this several times, but I'm sure it's useful. Thanks.
This is probably one of the best explanations for this topic I have ever seen. It's not too fast if you turn on half speed in the YT player haha. Please keep the brilliant videos coming. Subbed.
Some of the best videos on surface modeling in Fusion. Can you do more? Maybe walk through of automotive shape?
Dude, great video! It's been a really long time since I have seen a CAD video of this explained so well.
my guy this is amazing!
i'm still learning a ton and never even knew t spline shaping existed
my original intent was just to build guitar models for cnc produciton
but damn there is sooooooooo much more that can be done!!!!!
your little written notes on the video are hilarious hahaha well done. Don't use Fusion just SW but well put together video and fast to the point. I like
From 5:22 to 5:25 how did you connect or bridge the 3 t-spline surface together? thanks
Awesome video! You have a really great way of explaining things. I like how you combine video examples with pictures and text besides your voice. Great job!
This is a great tutorial. You are a master of your craft.
You deserve medal! Please do more similar videos about tsplines with practical examples :)
Decent and quick, given me directions to explore further
I am using T-spines since the beginning of a Rhino plug in and Fusion T-spline modeling since 2013 but THIS VIDEO IS THE BEST OVERALL TUTORIAL EVER !!!
Congrats man without a name !
I'm out ...
Chris, I have watched Sky greenwalts videos, talk to Sky personally, paid him for consulting and still not a good explanation of what he was talking about. This is 10X better. Greatest take away. Watch Maya videos to learn how to use T-splines. That is where it all comes from.
That is where I am headed. I loved T-splines for rhino, but unfortunately didn't buy it when I could had. Now I have to learn Fusion 360 to use T-splines again. I'm still not sure If I think fusion is the way to go. May look into clayoo. hmmm.
Man!!
The last lines of this video makes me laugh,
"All right , that's it, Good luck. I'm out" 10:27 🤣🤣🤣
lol
Man please we need you to make tutorials you'll get a ton of subscribers and help us all. Subbed
love your simplistic approach. even though I just stumbled onto this and see its quite old. I'll subscribe. in the hopes you further the T-Splines and other stuff in F360. great job man!
Thank you for putting this together vvvvvvvvvvery helpful and informative! 🙌🙌
You should do a complete car modelling tutorial, would be amazing.
I've considered doing this, but to do it right would take months with my schedule so I scrapped the idea. If you're really interested in modeling cars in Fusion, your best bet right now would be to adapt tutorials from other software... and keep an eye on tutorials for "Alias Speedform" - it's like a modified version of Fusion aimed more closely at car modelers.
Here's a video of speedform cut to modeling a car (you can see the similarity to fusion):
ua-cam.com/video/j3n0M43mHx4/v-deo.htmlm50s
You could look at tutorials for T-splines in Rhino:
ua-cam.com/video/C6DE5CZGPb8/v-deo.html
You could also look at poly-modeling videos like this:
[maya]
ua-cam.com/video/DEmjAr2xyyg/v-deo.html
[3ds max]
ua-cam.com/video/H7-FuUZGp2E/v-deo.html
Or surface modeling videos like this:
[solidworks]
ua-cam.com/video/PuppqhY00w4/v-deo.html
@@unimportantprojects poly modeling is so similar its almost funny. I model exclusively in blender, right? so I one day heard about T splines, was like "hmm that loks suspiciously like subsurf modifier in Blender (which everyone uses for everything)", and downloaded Fusion and imported the mesh of a car I've been working on (without the modifier applied, so it was just blocky and low-poly). Convert to T spline. It looks IDENTICAL to the version in Blender. Honestly, I would rather use Blender or max, maya etc if using t splines anyway. The tools in those programs are so delevoped from decades of updates that you can accomplish something way faster.
Seriously, is there any reason to make a t spline mesh in Fusion with all its Autodesk suckiness and jankiness? I fail to see any reason not to make any t spline object in Blender and import into Fusion, it takes like 3 second to import and has an identical result.
Do you have a video where you explain what you did 9:17? That looks like You're using a pipe like in other videos, but it doesn't seem to be of uniform shape. I'd love too see what you did.
That was done with a surface loft. Create 3 construction planes using "plane along path", one at beginning, middle, and end of the edge you are applying this to. On those three planes, create sketches with circle profiles with the desired diameter at that position. Then create a surface loft between the three circles. You can then use that surface to trim - depending on the geometry, you may want to apply a surface extend to the ends of that loft to make sure it covers the area you want to trim. Hope that helps.
extremely reach on info, awesome illustrative work, well done!
great video, even your "super ugly" car model looks fantastic
WELL EXPLAINED AND GREAT VIDEO , MORE TO COME , I NEED VIDEOS LIKE THESE TO EXPLAIN CLEARLY THE MODELING STRATEGIES.
i love the format.
Way beyond my level, but what a fantastic presentation! Inspiring... thank you :o)
was cool to watch even if I know all of that already, was entertaining! keep doing that stuff! :D
"Ring around the detail"... just what I was looking for to figure out why I couldn't thicken my T-spline body!
I didn't fully understand at 1:50 what the difference is between loops and rings. Is it that (a) a ring is a single segment and a loop is made up of multiple segments (rings?) like you show above or (b) loops go in one direction and rings go in the other (a bit like "U" and "V" directions in Rhino) also like what you show above? Both Loops and Rings are closed shapes in the real world but that logic doesn't help me figure out the difference. Can you or anyone please clarify? Great tutorial by the way.
Do you think T-Splines would be a good approach for ergonomic/organic-ish gun parts such as pistol grips? Or is there another better approach?
that's brilliant, man
Thanks for this. Nice walk through and very creative!
Very entertaining. What would I need to do to the model of the car to make it suitable for 3D printing? I mean would the body need to have thickness? I reckon you could probably print it at it is, but it wouldn't be hollow. It would take a lot of material to print. Thanks.
Amazing video. Cheers legend!
Best tutorial ever! Thanks!
So this is like basic polymodelling with subdivisions turned on. Nice. And yeah, those "other then plus" points called "poles".)
Good tutorial man, I'm not a Fusion 360 user but still, you got me, subscribed!
This is very well done! I hope to see more from you.
Very well made! I'll be referring a lot to this on the Fusion 360 forum!
7:11 - you should use the 'make uniform' command, and it will give you results very similar to a normal subd/poly model.
this is great, thank you for taking the time to make this.
Pretty well made overview video! Love it!
thank you this was very informative for me
Interesting, it is almost as if Fusion can be a hybrid Polygon / T-Spline modeler for semi or realistic models, ditching other tools such as Modo for modeling etc. It is mentioned in this video that Fusion likes only quads, is it safe to assume you can export your mesh as in the car example to a pure quad polygonal mesh ? I'd love to analyze the garden hose as a pure quad polygon mesh ?
I should begin using Fusion again strictly for half of all my modeling tasks.
Amazing video. I really appreciate the work you've put into it.
but how to create a surface like those you created for the trimming? and how to position them in the way that suites you?
i hope you reply to my comment even tho its the first since 2 years
Amazing video. Thanks for taking the time to put it together! I need more!!!!
Great presentation, do more ;)
Super helpful video, thanks!
uff no idea what buttons you pressed xD
im so new to sculpting. hard to get into.
Excellent tutorial. Thank you!
This was very very helpful, thank you!
Thanks for sharing! Boy have I got some work to do. I am still having a hard time wrapping my head around T-Spline modelling. Ill get it though
what do you do? like career-wise, if you don't mind my asking
Probably a better private message.
Very Cool. I must master this..
oh my god dude that vid is so siiiiicckkkkkk
How do you get that 'explainer view' of fusion into your video like you did? looks so clean!
This is super well done.... Thanks
The most interesting part of the video is how does the spline cage fine-tune the intersections? I don't understand the most interesting part (7:53)
I would be glad if someone could tell me
great information mate! subscribed!
Great video!
Hi, very helpfull tutorial, I have a problem in the patch workspace, when I want to make a loft I don't have the option of changing the surface continuity, the only options are Connected and Direction, but not G1 and G2, is it because I only have the student version or is there something wrong with my Fusion 360 ??
Thanks for the video! Very good explanations. Subscribed!
Great tutorial on Fusion!
Love this video man! wish you had many more of these, as they are highly enjoyable to watch at 2X speed
it is a prety cool tutorial! well done! Thanks!
absolutely love this great video!
amazing tutorial! thanks so much
Very nice idea
at 4:38 what function is this? looks like some stress test. Could be pretty usefull
Eugen Seiler
this is the curvature map analysis in the inspect panel. You can find more here:
knowledge.autodesk.com/search-result/caas/CloudHelp/cloudhelp/ENU/Fusion-Form/files/GUID-11FD0802-0100-4131-88D7-37A41F74C6FB-htm.html
thank you!
Very helpful. Thanks!
Great presentation!
Thank you for putting this tutorial together, I'm looking to transition from Solidworks to Fusion and surface modelling is the biggest difference I'm finding. Is there a version of boundary blend in Fusion or do you just have to use a mixture of Patch and Loft?
account505
Surface modeling in Fusion 360 isn't quite at the level of Solidworks, but it is getting better. There is no boundary surface feature, but loft now has guide-rail continuity controls and patch can now add guide curves (both of these were added after the making of this video) - this fills most of what I'd be using boundary surfaces for.
VERY HELPFUL!! THANK YOU:)
SO GOOD SOLUTION!!!
What is the best software in 3D modeling and rendering?
Very nice video. Please make a video about modify commands examples like subdivide, match, pull e.t.c
This is amazing got any other good resources for understanding modeling? I have touched solidworks maya max and now fusion but haven't gotten a good in depth explanation with visuals like this. SOLID
I like your style
Such a great tut! Hope too see more
Hi, i wanted to know how to build y surface in fusion 360? it is extremely difficult to make it in Solidworks...
Awesome -- thank you!
you're the best
Well crafted name!
One Word Amazing
Can you explain surface modeling
Thanks you bro!