If anyone is reading this and is curious what normal means in the geometric sense, it's basically perpendicularity applied to a surface. If you turn on the origin in Fusion and look at the XY plane, what I usually think of as the ground, the Z axis is normal to the XY plane. It's pointing directly away from the XY plane. To be a little more rigorous, the Z axis is normal to the XY plane because the Z axis is perpendicular to both the X and Y axes. Another word for this property is orthogonality. But you can really just think of the normal vector as showing which way a face is pointing. Like if you have solar panels and you want to point them directly at the sun, what you're trying to do is make it so the normal vector is pointing at the sun. Every face in a 3D model has a normal vector because every face is pointing in some direction, and that's how the software keeps track of the correct orientation of the face.
Normal is, you can say, a point on a surface of a 3d object in relation to the camera. It defines the object in 3 dimensional space so the computer can construct it and display it on screen.
@@CopycatStudiosLA but wouldn’t you need to add somehow that it’s not at an angle to the camera? And can something be “normal to” the camera if it sits on a sphere?
I like how you already created the part and then walked us through the timeline, giving more time to talk about what you did. I like this time saving way of instructing us. You do very complex work and it can be hard to follow your past videos at the speed you can do the projects. You are definitely an advanced instructor! Thank you
I have watched lots of Fusion 360 tutorials, as I am a happy hobbyist noobie. I must say that Fusion 360 school are among the absolutely best. Easy steps, clear instructions and visual explanations! Keep up the good work!
Great video mate! This is one of those things that is hard to teach. Once you've been modeling for a while, it becomes second nature to just "see" how something should be modeled by looking at the primitive shapes or what the part looks like from different orientations. It's very similar to how in art, you don't usually want to draw what you think you see, let's say a human eye, but rather focus on specific regions, shapes, shading and colors.
I like your videos, often some useful stuff in there. One thing I have noticed though is that you never seem to model anything using symmetry. If it's symmetrical, model only half of it!
Took me a few years of Fusion 360 use and you continuing to show the benefits of the Surface modelling to get it into my Autocad 2.x vintage brain to have a proper play with it 5 or 6 months ago. 🙃 Keep at it and thanks 👍
I just found your videos. I have been watching to self-teach cad for design creation, and your videos are simple and clear enough for me to quickly understand the concepts you are presenting. Thanks.
Hello, at the beginning I will say right away that your channel and the content in the videos are of the highest quality, but I would also like to ask if you can recommend creators on UA-cam with good videos and guides on the basis of which one could be inspired?
Great video. I fully agree about the usefulness of surfaces. Finally, you are the one who made me realise the power of the shell tool. Thanks for all your efforts with your channel.
I have watched many of your videos since I discovered your channel. As helpful as the ones that show solving specific design issues are, I have thought it would be super helpful if you created some that show how to approach a design from the beginning. This is great and would love to see more!
I switched to SW over the limited gutted out free* version or over priced subscription based model with Fusion 360 But still watch these amazing videos :)
Very nice! 👍 but I truggle with one Modeling limitation since years. I want to emboss a 3d pattern. I know it works with shapes but not with 3d patterns. The aim is to fade out a 3d pattern at the edges of a curved surface without producing flat areas… I thought about archiving that with a 3d emboss but no luck. With a helping face and split object you fade out but produce flat areas of the before rounded bottom of the 3d pattern. In other tools like blender you could use a displacement map to produce the geometry and then add a second displacement map as a mask of the first one… but in fusion I don’t know if it is possible….
I'd love to know if your super skill with Fusion is because it's your day job or you're just an interested amateur like many of the rest of us? (Oh, and excellent video as always!)
"Super" might be a stretch, but thank you for the compliment! I work as a mechanical engineer so that does help to some extent. I actually use SolidWorks at work. I still consider myself an amateur/enthusiast when it comes to Fusion 360. I don't have any formal training. Much of what I know about Fusion 360 comes from simply exploring.
@@Fusion360School Cad is one of those transferable skills; it's not so much the tool but the idea of how to use it. You also have the gift of being able to clearly explain it. As a weekend tinkerer I don't think I'd have ever played with the Surface tab on my own!
Thanks a lot for this video :) I will be grateful for the continuation because I have something that I want to learn modeling but it discourages me that I don't know where to start, and instead of starting with, for example, the main body and adding more elements, I start creating the original one right away shape as I see it, whether in the picture or in front of me, I think many people have it I would like to ask you if you could write down these 6 points that are in the video and discuss them a bit?? I would like to copy this discussion and add something from myself and make such a "map" step by step, as it is in the video, I will be grateful, maybe it will also be useful to someone in better understanding
Should define “normal to” and pin the comment. This key phrase gets used a lot in Fusion 360 but is rarely, if ever, defined.
"Normal to" is a phrase coming from the field of topology and means a vector (direction), which is perpendicular (90 degrees) to a given plane
If anyone is reading this and is curious what normal means in the geometric sense, it's basically perpendicularity applied to a surface. If you turn on the origin in Fusion and look at the XY plane, what I usually think of as the ground, the Z axis is normal to the XY plane. It's pointing directly away from the XY plane. To be a little more rigorous, the Z axis is normal to the XY plane because the Z axis is perpendicular to both the X and Y axes. Another word for this property is orthogonality. But you can really just think of the normal vector as showing which way a face is pointing. Like if you have solar panels and you want to point them directly at the sun, what you're trying to do is make it so the normal vector is pointing at the sun. Every face in a 3D model has a normal vector because every face is pointing in some direction, and that's how the software keeps track of the correct orientation of the face.
Normal is, you can say, a point on a surface of a 3d object in relation to the camera. It defines the object in 3 dimensional space so the computer can construct it and display it on screen.
@@CopycatStudiosLA but wouldn’t you need to add somehow that it’s not at an angle to the camera? And can something be “normal to” the camera if it sits on a sphere?
I like how you already created the part and then walked us through the timeline, giving more time to talk about what you did. I like this time saving way of instructing us. You do very complex work and it can be hard to follow your past videos at the speed you can do the projects. You are definitely an advanced instructor! Thank you
I have watched lots of Fusion 360 tutorials, as I am a happy hobbyist noobie. I must say that Fusion 360 school are among the absolutely best. Easy steps, clear instructions and visual explanations! Keep up the good work!
This was great. My +1 to doing more videos like this.
Thank you for the excellent thinking model and for reminding me of the intersect extrude I had forgotten!
I have never come across tutorials that actually teach you how to think on top of pushing button's - fantastic!!
This was really helpful for a Fusion beginner!
Great video mate! This is one of those things that is hard to teach. Once you've been modeling for a while, it becomes second nature to just "see" how something should be modeled by looking at the primitive shapes or what the part looks like from different orientations. It's very similar to how in art, you don't usually want to draw what you think you see, let's say a human eye, but rather focus on specific regions, shapes, shading and colors.
I've never started with surfaces, looking to see your videos on this. Thanks, very helpful. Please continue with this "How to start" series.
I like your videos, often some useful stuff in there. One thing I have noticed though is that you never seem to model anything using symmetry. If it's symmetrical, model only half of it!
Thank you very much.
I really like your tutorials! Please keep teaching configurations.
Frameworks for thinking are important - thanks for sharing!
Thanks for these videos. They have helped me to transform my thinking from OCD linear to a bit more creative.
Excellent! I love your approach and hope to see more of these. Thank you.
Took me a few years of Fusion 360 use and you continuing to show the benefits of the Surface modelling to get it into my Autocad 2.x vintage brain to have a proper play with it 5 or 6 months ago. 🙃 Keep at it and thanks 👍
I just found your videos. I have been watching to self-teach cad for design creation, and your videos are simple and clear enough for me to quickly understand the concepts you are presenting. Thanks.
Hello, at the beginning I will say right away that your channel and the content in the videos are of the highest quality, but I would also like to ask if you can recommend creators on UA-cam with good videos and guides on the basis of which one could be inspired?
More please, you are a fantastic teacher! Thank you!!
Will do! Thank you for the kind comments. I see you on the other videos too!
This is great thanks!
Great video. I fully agree about the usefulness of surfaces. Finally, you are the one who made me realise the power of the shell tool. Thanks for all your efforts with your channel.
I like this video. A very logical approach to a very complicated topic.
Awesome video! So nice to see more advanced topics in modeling addressed.
Thank you veryy much, this helped me to rethink how I design things in fusion
This is very interesting thinking! Please, go on with this. Thank you.
I have watched many of your videos since I discovered your channel. As helpful as the ones that show solving specific design issues are, I have thought it would be super helpful if you created some that show how to approach a design from the beginning. This is great and would love to see more!
I switched to SW over the limited gutted out free* version or over priced subscription based model with Fusion 360 But still watch these amazing videos :)
Very nice! 👍 but I truggle with one Modeling limitation since years. I want to emboss a 3d pattern. I know it works with shapes but not with 3d patterns. The aim is to fade out a 3d pattern at the edges of a curved surface without producing flat areas… I thought about archiving that with a 3d emboss but no luck. With a helping face and split object you fade out but produce flat areas of the before rounded bottom of the 3d pattern. In other tools like blender you could use a displacement map to produce the geometry and then add a second displacement map as a mask of the first one… but in fusion I don’t know if it is possible….
Thank you for sharing. This is useful, like all your videos.
I'd love to know if your super skill with Fusion is because it's your day job or you're just an interested amateur like many of the rest of us?
(Oh, and excellent video as always!)
"Super" might be a stretch, but thank you for the compliment! I work as a mechanical engineer so that does help to some extent. I actually use SolidWorks at work. I still consider myself an amateur/enthusiast when it comes to Fusion 360. I don't have any formal training. Much of what I know about Fusion 360 comes from simply exploring.
@@Fusion360School Cad is one of those transferable skills; it's not so much the tool but the idea of how to use it. You also have the gift of being able to clearly explain it. As a weekend tinkerer I don't think I'd have ever played with the Surface tab on my own!
Thanks for helpful video! I hope you produce more like this.
Great video! Thanks!
Great idea for next videos. Please continue! :)
Thanks a lot for this video :) I will be grateful for the continuation because I have something that I want to learn modeling but it discourages me that I don't know where to start, and instead of starting with, for example, the main body and adding more elements, I start creating the original one right away shape as I see it, whether in the picture or in front of me, I think many people have it
I would like to ask you if you could write down these 6 points that are in the video and discuss them a bit?? I would like to copy this discussion and add something from myself and make such a "map" step by step, as it is in the video, I will be grateful, maybe it will also be useful to someone in better understanding
Wait Tapas got unique white balcony? Also you got a diving neighbor in between?