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Tutorial Alias Design

The document provides instructions for modeling a desk lamp in Alias. It begins by opening a file containing sketches of the lamp design. The modeling strategy is to first create a base from cylinders, then build a movable arm at an angle using more cylinders, and finally build a lampshade using spheres and assemble it onto the arm. The instructions then guide building the lamp stand from cylinders, starting with creating and scaling a cylinder for the base and aligning it to the grid, before duplicating and transforming additional cylinders to complete the lamp stand.

Uploaded by

Jorge Prado Diaz
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
267 views

Tutorial Alias Design

The document provides instructions for modeling a desk lamp in Alias. It begins by opening a file containing sketches of the lamp design. The modeling strategy is to first create a base from cylinders, then build a movable arm at an angle using more cylinders, and finally build a lampshade using spheres and assemble it onto the arm. The instructions then guide building the lamp stand from cylinders, starting with creating and scaling a cylinder for the base and aligning it to the grid, before duplicating and transforming additional cylinders to complete the lamp stand.

Uploaded by

Jorge Prado Diaz
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 445

Part 1: Begin the model

In this part of the tutorial, open a file in Alias and set the project to work in.

Desk lamp modeling strategy

First create a base from cylinders. Then build a moveable arm at an angle, also using
cylinders. Finally, build a lampshade using spheres, and then assemble it onto the arm.
As you gain experience in using Alias, choosing a modeling strategy becomes a natural part
of your workflow.
To help you build the desk lamp model, an exercise file has been provided which contains
outline sketches of the design.

Open the tutorial file

1. Choose File > Open

to open the file browser.

If the desklamp file is listed, skip to step 2.


If not, follow the next steps to set up the CourseWare folder.
Locate and open the CourseWare folder and click Set Current to make the
CourseWare folder the current project. If you cannot find the CourseWare folder,
refer to Install the tutorial courseware files.
2. In the CourseWare\wire folder, choose the file desklamp and click Open.

When prompted to delete all objects, click Yes.

Note:
If your values for construction settings differ from the settings in the desklamp.wire file,
you are presented with a dialog box. Click Accept New Settings to use the construction
settings in desklamp.wire.

The file browser closes and the desk lamp exercise file appears in the Alias window.

A sketch of the desk lamp design displays in the Left view. This sketch is a
reference image, known as a canvas plane. In the next part, use it as a guide to
model the desk lamp.
If the two sketches do not appear, it is because the canvas plane display has been
turned off. To turn on canvas display, choose WindowDisplay > Toggles > Canvas
Planes

Tip:

If you do not see any views, or the views do not take up the full view window
space, choose Layouts > All Windows > All Windows

Part 2: Create 3D objects


In this part of the lesson, create a primitive object, a cylinder, for the base of the desk lamp.

Creating a primitive object


What are primitives?

Primitives are ready-made objects in familiar shapes. The primitives are made from a single
surface, or a group of surfaces that form an enclosed volume.
In Alias, you can create the following primitives:

Sphere
Torus
Cylinder
Cone
Cube
Plane

Placing Primitives in views

Use the 2D views (Top, Left, and Back) to place the primitives. The window you choose
affects which way up the primitive is created.
For example, placing a cylinder in the Top view creates a pillar.

Placing the cylinder in the Left or Back views creates a fallen pillar, or a log.

Create the lamp stand


Now create a cylinder for the base of the lamp stand.
1. Create the first cylinder using the Top window.

Maximize the Top view by clicking the icon in the top right corner.

2. Choose Surfaces > Primitives > Cylinder


choose Windows > Palette

from the palette. If the palette is not open,

from the menu bar.

To choose the Cylinder tool, press and hold the mouse button on Sphere icon until
the entire Primitives submenu appears.

Then, click the Cylinder icon to choose the Cylinder tool.


The Cylinder tool displays in the Surfaces palette, and is outlined in red to indicate
that it is the active tool.

3. You can control the exact placing of a primitive using various snapping modes. In the next
steps, use grid snapping to align all the cylinders centrally on the grid origin. The grid origin
is where the two dark grid lines cross.

To turn on grid snap mode, hold down the

(Windows) or

(Mac) key.

While holding down the


(Windows) or (Mac) key, press and hold the
mouse button near the origin. Keep holding down the
(Windows) or
(Mac)
key and move the mouse until the new cylinder snaps to the correct grid point.

Release the

(Windows) or

(Mac) key and the mouse button.

4. To display all four views, choose Layouts > All Windows > All Windows
key. Check that the cylinder has been placed correctly, as shown.

or press the F9

The cylinder remains picked, or active. Picked objects are drawn with white lines,
and objects that are not picked are drawn with dark blue lines. Most tools and
commands work on picked objects. Since the Cylinder is picked, any tools or
commands you choose are applied to it.
Note:

The cylinder has a manipulator attached to it, as do all primitives when they are first
added to the scene. The manipulator can be useful for transforming a primitive, but
is not relevant to this tutorial.
Tip:

To delete the cylinder, press the

key.

Scale the lamp base


Next scale the cylinder to the correct size.
1. Maximize the Left view and continue to work in it.

2. Choose Transform > Scale

The Scale icon is outlined in red to indicate that it is the active tool. At the same
time, cylinder manipulators disappear.

3. To scale the cylinder equally in all axes, click and drag with the

Scale the cylinder to fit the width of the bottom cylinder shown on the sketch. This
forms the base of the lamp.

The Transform > Non-p Scale


tool (nonproportional scale) modifies the x, y, or
z scale of an object separately. Use it to stretch or squash an object.

The mouse buttons are used to control the nonproportional scaling. For this section,
use the 2D views (Top, Side, and Back) to control the transforms. In these views,
the mouse buttons work as follows:
free transform
horizontal transform
vertical transform
Next use the

to adjust the vertical height of the base.

4. Choose Transform > Non-p Scale

5. Click and drag with the


to adjust the height of the cylinder. Make the height
approximately the same as shown in the sketch.

Note:

The cylinder is centered on the origin.

In the next part, you line up the cylinder to the grid line, to make the lamp base sit
on the ground.

Save your work


Now save the lamp as a new file.
It is always important to save your work at each stage. However, to safeguard the files in
the CourseWare project, it is write-protected. You cannot save any new work in the
CourseWare project.
To save your work you must create a project folder. Project folders are special folders
created by Alias that allow you to store all the files related to a specific project together.
Save your work in a Windows environment
1. Choose File > Save As

The file browser opens.


2. On the Go To menu, select Current Home to move up one level to the user_data folder.
The user_data folder contains all the projects, including the new_project.
3. Click New Project.

A new project is created and displayed in the file browser.


4. Rename the project Lessons.
5. With Lessons selected, click Set Current to make Lessons the current project.

The wire folder of the Lessons project now displays in the file browser.
6. In the File name field, type mydesklamp and press

Alias saves the file mydesklamp.wire in the Lessons project.


Tip:

It is good modeling practice to save often as insurance against having to start from
the very beginning when you make a mistake.
Save your work in a Mac OS X environment
1. Choose File > Save As

The file browser opens.


2. Click Create and in the Name of new Project field, type the project name Lessons.
3. Click Create.

A new project is created which is immediately displayed in the file browser.


4. In the Save As field, type mydesklamp and press

Alias saves the file mydesklamp.wire in the Lessons project.


Tip:

It is good modeling practice to save often as insurance against having to start from
the very beginning when you make a mistake.

Part 3: Build the lamp stand


In this part of the tutorial, continue to build the lamp stand from cylinders.

Align the base to the grid


Next, make the cylinder look like it is sitting on the ground by aligning the cylinder to the
grid in the Back view. To align accurately, set the pivot point of the cylinder.
Pivot points

When scaling or rotating an object, the transformation is applied about the pivot point of
the object. When moving and snapping an object, it is the pivot point that is snapped to the
specified position.
The pivot point displays as a small green icon. The icon displays only when the object is
picked. By default, the pivot is at the center of the primitive.
Modify the position of the pivot using the Transform > Local > Set Pivot tool.
1. Choose Transform > Local > Set Pivot

2. Move the pivot point to the base of the cylinder. To move the pivot point use curve
snapping and select the bottom line of the cylinder.

Hold the
and
(Windows) or
turn on curve snapping.

and

(Mac) keys down together to

Click the bottom edge of the cylinder with the


. Using the right mouse button
keeps the pivot point centered as it moves downwards.

The pivot point snaps precisely onto the bottom edge of the cylinder.

Tip:

If you make a mistake, choose Edit > Undo


Next, move the cylinder onto the grid.

to step back.

3. Choose Transform > Move

4. Turn on grid snap mode by holding down the

(Windows) or

(Mac) key to. Drag

with the
in any direction. The cylinder moves so that its pivot point always snaps to a
grid intersection.

Drag the cylinder to the origin.

Note:

You can adjust the height of the base again using Transform > Non-p Scale
the . The location of the pivot point makes the scaling easier to control.

and

Duplicate the cylinder


The cylinder now has a convenient pivot point location. To save time, copy this cylinder
and then move and scale it to create the other components.
1. With the cylinder still picked, choose Edit > Copy
2. Choose Edit > Paste

Your screen appears not to have changed. However, a second cylinder was placed in
the same location as the first. The second cylinder is selected, ready to be moved or
scaled.
3. Choose Transform > Move

4. As the cylinder is already selected, you do not need to click the cylinder to move it.
Note:

When there are many objects on the screen, it is preferable to click away from the
object when using any of the transform tools.
5. Click and drag using the
away from the original.

(away from the objects) to move the new cylinder vertically

Next, snap this cylinder to the top of the first cylinder.


6. Check that the Transform > Move tool still has the red box outline, so it is active. If it is not
active, choose it again.

Hold down the


and
(Windows) or
and
(Mac) keys together to
turn on curve snapping. Click the top edge of the original cylinder with the
.

The second cylinder moves to the top of the first cylinder.


7. Scale the cylinder to match the width shown in the sketch by choosing Transform > Scale
and dragging with the

8. Adjust the height of the cylinder to match the sketch by choosing Transform > Non-p Scale
and dragging with the

Note:

To ensure that no objects get accidentally picked or scaled when clicking and
dragging the mouse, click in the background, away from all objects.

Create the lamp pillar


Use the same technique to create the main pillar of the lamp stand.
1. With the second cylinder still selected, use Edit > Copy

followed by Edit > Paste


to create a third cylinder.

A third cylinder is created in the same position as the second, and is active, ready to
be moved.
2. Choose Transform > Move

Turn on curve snapping mode by holding down the


and
(Windows) or
and
(Mac) keys. Click the top edge of the second cylinder with the
to
move the new cylinder into place.

and dragging with the


. Resize the
3. Scale the cylinder by choosing Transform > Scale
cylinder to match the width of the pillar. Remember to click and drag in the background,
away from the objects.
4. Adjust the height of the cylinder to match the sketch by choosing Transform > Non-p Scale
and dragging with the

Build the lamp arm


Next, build the angled arm of the lamp.
1. With the third cylinder still selected, choose Edit > Copy

followed by Edit > Paste.


2. Move the cylinder into place by choosing Transform > Move
.

3. Choose Transform > Rotate

and dragging with the

The Transform > Rotate tool is used to rotate an object around its pivot point. The
mouse button you use determines the axis of rotation:
o

The

rotates around the x-axis

The

rotates around the y-axis

The

rotates around the z-axis

4. Using the

, rotate the cylinder about the y-axis until it is approximately in position.

5. Adjust the length of the second pillar by choosing Transform > Non-p Scale
dragging with the

and

Create the hinge cylinder


Add one more cylinder to complete the design of the arm.
1. Choose Surfaces > Primitives > Cylinder

Turn on grid snapping by holding down the


near the grid intersection closest to the hinge.

(Windows) or

(Mac) key. Click

2. Choose Transform > Move

Move the cylinder to the hinge position by clicking and dragging with the

3. With the cylinder still selected, choose Transform > Scale

Resize the cylinder to match the hinge in the sketch by clicking and dragging with
the .

You have now completed the modeling for the base and the arm.

Save your work


Choose File > Save As

to save the current scene, and name your file mydesklamp3.

Part 4: Organize the model


In this part of the tutorial, organize your model by grouping. One group forms the base of the
lamp, the other group forms the angled arm and hinge. Name and manage the groups using the
Object Lister. The Object Lister is a schematic view of the objects in your scene. It is useful for
managing the components of a design.

Use the Object Lister to control visibility


Use the Object Lister to turn off the sketch, making the geometry easier to select.
1. Choose Windows > Object Lister from the Alias menu.
2. Choose Show > By Object on the Object Lister menu.

The objects in your scene are listed.

The sketch is shown at the top of the list, followed by the cylinders you created.
Note: The Persp object is the camera used to show the perspective view. This camera is
not used in this tutorial and can be ignored.
3.

-click on the Sketch_Assembly name in the Object Lister and select Visible.

The sketch disappears from the screen.

Note:

Make the sketch visible again by selecting the same submenu and choosing Visible.

Group the base objects


Group individual objects so they can be selected with a single click. A group has a single
pivot point.
1. Use Pick > Object
from the Alias palette.
2. Click and drag in the area shown to select all the base components.

The selected objects are highlighted in white and are also highlighted in the Object
Lister.
Each cylinder shows a different pivot point.

3.

-click on the selected objects in the Object Lister and choose Group from the context
menu.
Note: If you are not using the Object Lister, you can group the selected objects by
choosing Edit > Group

from the main Alias menu.

The grouped objects are now shown with a single pivot point at the origin. The
separate cylinders in the Object Lister are replaced by a single item named node.

4. Double-click the word node in the Object Lister.

The word node is highlighted. Type Base to rename the group, then press
(Windows) or
(Mac).

Group the arm


Next, group and name the upper arm of the lamp.
1. Choose Pick > Nothing

. The base objects are no longer selected and the Pick > Object

tool becomes active automatically because it was the last tool you used before
picking nothing.
2. Pick the top two cylinders.

3.

-click on the selected objects in the Object Lister and choose Group from the context
menu (or choose Edit > Group

).

4. Rename the new node to Arm.

5. Choose Pick > Nothing

to deselect all the objects.

6. Choose Layouts > All Windows > All Windows


all the objects are in the right locations.

to display all four views, and check that

Note:

If there are any problems, ungroup the models and use Transform > Move and
Transform > Scale to adjust the model. Then, group the components again, as
before.

Save your work


Choose File > Save As

to save the current scene, and name your file mydesklamp4.

Part 5: Build the lamp shade


In this part of the tutorial, build the lampshade and a simplified bulb from primitive
spheres.
Many designed objects are symmetrical and aligned. It is good practice to build models
centered on the origin, so grid snapping and mirror tools can be used.
Model the lampshade separately at the origin, then move it into position on to the upper
arm.

Make the base and arm invisible


Provide a clear space to build the map by making the components you have already built
invisible.
1. Choose Windows > Object Lister to open the Object Lister window.

Tip:

If you cannot see your objects listed, make sure Show > By Object is selected in the
Object Lister.
2.

-click on the Arm text and choose Visible from the context menu to make the upper
arm invisible.

3. Make the Base invisible using the same process.


4.

-click on the Sketch_Lampshade text and choose Visible from the context menu to
make the sketch visible.

A sketch for the lamp head appears in the Back window, and all geometry is
invisible.

5. Close the Object Lister.

Create the light bulb


Build a simplified light bulb from a primitive sphere.
1. Maximize the Back window.

2. Choose the Surfaces > Primitives > Sphere

tool.

Hold the
(Windows) or (Mac) key down to turn on grid snapping. Click
and hold the , and move the cursor around. The new sphere jumps to grid points
as you near them.
Position the new sphere on the origin.

3. Choose Transform > Move

The manipulator disappears.

Move the bulb approximately on the center of the sketched bulb using the

4. Match the size of the sphere to the sketched bulb. Choose Transform > Scale
and drag with the

and click

Create the lampshade


Next, create the lampshade. Create the main shape of the lampshade from two half-spheres,
one large one, and then a smaller one on top. Then join the shade to the are by adding a
cylinder.

1. Choose the Surfaces > Primitives > Sphere

tool.

Double-click the sphere icon. The option box opens.


Type 180 for the Sweep and click the Go button.

2. Place the half sphere by holding the


(Windows) or
grid snapping and clicking near the origin.
3. Now rotate the sphere 90 degrees around the X axis.

Choose Transform > Rotate

Type 90,0,0 on the prompt line and press

(Mac) key down to turn on

4. Scale the half-sphere to match the width of the large outer curves on the sketch.

Choose Transform > Scale

click and drag with the

5. Adjust the height of the half sphere to match the sketch.

Choose Transform > Non-p Scale


Note:

and drag left using the

Use the middle instead of the right mouse button because the scaling occurs with
respect to the local axes of the half sphere, not the world axes. To see the local axes
of a selected object, choose Transform > Local > Set Local Axes.

6. Create a second half sphere for the top section of the lamp.

Choose Edit > Copy

and Edit > Paste

7. Scale the selected copy to approximately half its original size.

Choose Transform > Scale


and use the
. Remember to click and drag in an
area of the screen that does not accidentally select any of the objects.

8. Move the half sphere into position based on the sketch.

Choose Transform > Move

and use the

9. Adjust the height of the half-sphere.

Choose Transform > Non-p Scale

and use the

10. Display all four views by choosing Layouts > All Windows > All Windows

11. Maximize the Top view.

Now connect the lampshade to the arm using a cylinder.


12. Choose Surfaces > Primitives > Cylinder
. Hold down the
(Windows) or
(Mac)
key to turn on grid snapping and place the new cylinder at the origin in the Top view.

13. Choose Layouts > All Windows > All Windows


to display all four views. Choosing to
place the cylinder using the Top view has placed it in the correct orientation.

14. Maximize the Back window.

15. Reposition and scale the cylinder. Choose Transform > Scale
the cylinder to a size suitable for the end of the lampshade .

and using the

reduce

16. Position the cylinder to match the sketch. Choose Transform > Move

and use the

Group the lampshade


1. Choose Windows > Object Lister to open the Object Lister.

-click on the Sketch_Lampshade item and choose Visible from the drop-down
menu to hide the sketch.

2. Choose Pick > Object

3.

and pick all the objects.

-click on the selected objects in the Object Lister and choose Group from the dropdown menu (or choose Edit > Group

).

The objects are still selected, but notice that they now have a single pivot point at
the origin. The default location for a new pivot point is the origin.

The lampshade is designed to rotate where it connects to the lamp arm. So next,
adjust the pivot point to be in the center of the cylinder.
4. Choose Transform > Local > Set Pivot
center of the cylinder using the

. Move the pivot upwards to approximately the

In the Object Lister, the new group is shown as node.

5. Double-click node and rename it to Lampshade.

6. Make the Base and Arm components visible using the


Lister.
7. Choose Pick > Nothing

-click context menu in the Object

. All the objects are deselected.

8. Choose Layouts > All Windows > All Windows

to display all four views.

You have now built all the components of the lamp, and it is ready to assemble.

Save your work


Choose File > Save As

to save the current scene, and name your file mydesklamp5.

Part 6: Assemble the desk lamp


In this section, assemble the finished desk lamp by moving the lampshade into the correct position
and grouping it with the upper arm.

Position the lampshade


1. Maximize the Left window.
2. Choose Pick > Object

and select the lampshade group.

3. Choose Transform > Move


. Click and drag (away from the objects) to move the
lampshade to the end of the upper arm.

4. Rotate the lampshade about the y-axis. Choose Transform > Rotate

and use the

Group the lampshade and arm


Next, group the lampshade to the arm, so the lamp can be moved and arranged.
1. Use Pick > Object

and select the lampshade and the upper arm.

The two groups are highlighted in the Object Lister.

2.

-click on the selected objects in the Object Lister and choose Group from the dropdown menu (or choose Edit > Group

).

A new node is created and displayed in the Object Lister.

3. Rename the node Upper Assembly.

The group is created with the pivot point in the default location, at the origin. To
ensure that the upper assembly rotates correctly, move the pivot point to the center
of the hinge.

4. With Upper Assembly selected, choose Transform > Local > Set Pivot
and
(Windows) or
the hinge cylinder.

and

(Mac) keys down and

The pivot point moves to the center of the hinge.

. Hold the

-click on the centerline of

Save your work


Choose File > Save As

to save the current scene, and call your file mydesklamp6.

Part 7: Pose the lamp model


Use the groups and subgroups you created in Part 6 of the tutorial to move and rotate
components of the lamp.

The groups you created previously are still in the model.


1. In the Object Lister, click the arrow
Arm subgroups are shown.

to the left of Upper Assembly. The Lampshade and

These groups and subgroups allow you to move and rotate different components of
the lamp.
2. Maximize the perspective view.

3. Click the Upper Assembly group in the Object Lister.


4. Choose Transform > Rotate

. Rotate the upper assembly about the y-axis using the

5. In the Object Lister, click the Lampshade.

6. With the Transform > Rotate tool still active, use the
about the y-axis.

to rotate just the lampshade

You can position the lamp in many different poses, by picking and rotating
individual groups around the x, y, and z axes.

Use Diagnostic Shading


The wire model can be shaded to give a more realistic view of the geometry. Access
diagnostic shading in the Control Panel to the right of the Alias interface.
Note:

If the panel is not shown, choose ObjectDisplay > Diagnostic Shading


visible.

to make it

1. Choose Pick > Nothing

2. Color all objects in the scene by choosing the Multi Color shade icon

To return to the wireframe view, choose the wireframe icon

Conclusion
Congratulations! You have completed the desk lamp model.
Most of your design work will involve more complex shapes than you have used here, but
you have gained useful experience in controlling the Alias interface. You can apply this
experience as you learn the more complex modeling techniques in later lessons.
Important concepts that you can take through to future modeling tasks:

Using snapping to accurately position geometry.


Using the left, middle, and right mouse buttons to control transforms such as Move,
Scale, and Rotate.
Building geometry around the origin to align and center the model.
Organizing your model using the Object Lister.
Regularly saving your work.

On your own
Now that you have created a complex object from simple primitive objects, see what else
you can build. Here are some ideas to get you started.
The alarm clock shown in the following image is made from a half-sphere, with a torus for
the rim and cubes for the hands. The clock is assembled first, and then grouped and rotated
so that the face is angled upwards. Finally, two scaled spheres are used for feet. Read the
help documentation on the Edit > Duplicate > Object
build the 12 hour markers on the clock face.

tool. This tool is useful to help

This USB memory stick was made from a cylinder with a half-sphere. They were created
and aligned at the default size, and then grouped and non-proportionally scaled to create the
flattened oval shape.

A fun exercise that gives you the opportunity to use all the primitive tools is to build a
snowman. The model shown is just one variation; use your imagination to create your own
character. To save time, use the Edit > Duplicate > Mirror
tool to create a left arm as a
copy of the right arm. Open the option box to make sure that you mirror the objects in the
right direction. Using Edit > Group
rotate them into realistic positions.

on the head, or the arm objects for example lets you

Model a Joystick
In this tutorial, you model a computer joystick. You are introduced to tools that enable you
to build surfaces from curves. As well, you start to use layers to organize your work.
Finally, you learn a way to view and evaluate your work.

Objectives
This tutorial introduces you to modeling. Learn how to:

Create curves using CVs and edit points.


Use curves to create different types of surfaces (skinned, revolved, extruded, and
planar).
View a model in hardware shaded mode.
Edit CVs.

Part 1: Create the joystick handle


In this part of the tutorial, create the joystick handle by revolving a profile curve.

Open the tutorial file


1. Choose File > Open
to open the file browser.
2. In the file browser, locate the CourseWare folder and set it as the Current Project.
3. Open the file called joystick.wire, located in the wire folder in the CourseWare project.

For information on how to open a file, see Open the tutorial file.
A dialog box appears, asking if you want to delete all objects, shaders views, and
actions. Click Yes.

If your values for construction tolerances differ from the values in the joystick.wire
file, you are presented with a dialog box:

Click Accept New Settings to use the construction tolerances in joystick.wire.


The file opens.

Note:

The scene contains two reference images on canvas planes. Use these images as
guides to model the joystick.
If you do not see any images, choose WindowDisplay > Toggles > Canvas Planes
to turn on the display of canvas planes.
To turn off the borders for canvas planes, choose WindowDisplay > Toggles >
Construction Objects

If the modeling views do not occupy the full size of the Alias window, choose
Layouts > All Windows > All Windows

Create the joystick handle


Start by creating a curve that follows the profile of the joystick handle, which you will later
use to revolve a surface for the handle.
1. Maximize the Left view by clicking the square icon on the top right of the Left view
window.

2. Choose Curves > New Curves > New CV Curve

This tool allows you to create a curve by placing control vertices (CVs, for short).
CVs control the shape of a curve.
3. Turn on grid snap mode by holding down the
the

(Windows) or

on the grid intersection at the top of the handle.

(Mac) key, and click

A control vertex appears.


This CV is the first of the curve and displays as a small box.
4. Create the second CV. Press and hold the
the CV, then release the

The second CV displays as a small U.

to the right of the first CV. Drag to position

By using the
, the second CV is horizontally aligned with the first CV. Having
these two CVs aligned horizontally helps to avoid a bump or dimple in the top when
you revolve the surface.
Note:

The straight red line joining the first and second CVs is not the curve. It is the hull.
Hulls connect all the CVs on a curve.
5. Create the third CV. Press and hold the

along the edge of the joystick handle outline.

Drag to position the CV and then release the

The third CV appears. This CV and all further CVs on the curve display as small
crosses. The hull now consists of two straight line segments between the first,
second, and third CV.
6. Create the fourth CV. Press and hold the
position the CV and then release the

along the edge of the handle outline. Drag to


.

The fourth CV appears.


A white curve now connects the first CV and the fourth CV. The hull now consists
of three straight line segments that connect all the CVs together.
Do not worry about the shape of the curve. Later, you will adjust the position of
each CV to change the shape of the curve.
7. Continue to place four more CVs in the following positions to complete the curve.

8. Choose Pick > Nothing

to complete the curve and unpick it.

Edit the handle profile curve


Now move CVs to edit the shape of the profile curve to match the reference image.
1. Choose Pick > Point Types > CV

2. Click the third CV or drag a pick box around it using the

Remember, CVs do not lie on the curve; they lie on the hull.

. Drag with the


3. Choose Transform > Move
directly on the edge of the handle sketch.

to move the CV so that the curve lies

4. Click the fourth CV to pick it.

5. With the Move tool still active, drag with the


edge of the handle sketch.

to move the CV so the curve lies on the

6. Continue picking and moving CVs until the curve matches the sketch.

7. Choose Pick > Nothing

to complete the curve and unpick it.

Revolve the handle profile curve


Next, create a surface for the joystick handle by revolving the profile curve.
1. Choose Surfaces > Revolve

On the prompt line, which is just below the menu bar, you are prompted to enter an
axis to revolve around, select a vector, or select a curve to revolve.

2.
3.
4.
5.

Double-click the Revolve tool icon. The Revolve Control options window opens.
Select Periodic to so that the surface created is a closed, 360 degree revolution surface.
Under Axis Options, select Z to revolve the curve around the Z axis.
Click the curve.

The curve revolves and a surface is created.

When you initially create a surface of revolution, it has two blue manipulators.
These manipulators enable you to change the sweep of the profile curve and the
angle of the revolution axis easily. The surface you have created is correct, and so
do not adjust the manipulators.
6. Choose Pick > Nothing

to unpick the surface.

The manipulators disappear.

Modify the handle curve and surface


Most surfaces you create in Alias have what is known as construction history. Construction
history allows you to change a surface easily after you have created it.
For example, if you move a CV on the original profile curve, the revolved surface
automatically updates.
Next, move a CV to see the effect of construction history.
1. Pick the third CV. Choose Pick > Point Types > CV

and click the CV.

2. Choose Transform > Move

to move the CV slightly.

and drag with the

When you release the mouse button the revolved surface automatically updates.

3. Choose the Edit > Undo


undo the move.

tool, or the hotkey

+ Z (Windows) or

+ Z (Mac) to

The surface is now complete, so next, turn off the CV display for the curve.
Tip:

If you do not need to use the CVs, it is good practice to turn them off for curves and
surfaces. Turning of CVs helps to reduce clutter on your screen and makes your
model easier to view. It is easy to turn them back on.
On the Control Panel on the right of your screen is a Display section.
Tip:

If the Control Panel is not displayed, choose Windows > Control Panel
it visible.

to make

In the Display section, the CV/Hull checkbox indicates that the CVs and hulls are
currently visible.

4. With the CV still selected, click the CV/Hull checkbox to remove CVs from the curve
display.

The CVs and hulls no longer display in the view.

5. Choose Layouts > All Windows > All Windows

to return to the four views.

Part 2: Create the joystick base


In this part of the tutorial, create the joystick base with skin and planar surfaces.

Open the tutorial file (optional)


If you successfully completed part 1, you can proceed directly to the next step, Create the
base outline curve.
If you were not successful in part 1, open the file called joystick_Part1.wire, located in the
wire folder of the CourseWare project. This file contains the completed model from part 1.

Create the base outline curve


First create a rounded triangle shape from a primitive circle.
1. Maximize the Top view. Choose Layouts > Top
Tip:
F5

is the hotkey for Layouts > Top

.
2. Choose Curves > Primitives > Circle
3. Double-click the Circle tool icon. The Circle Options box opens..

In the Spans box, the default number of sections is set at 12. For this triangular
shaped base, nine spans are sufficient.
Type 9 in the Spans box and click Go.

4. Turn on grid snapping by holding down the


(Windows) or
(Mac) key. Click near
the origin (where the two dark grid lines intersect) to place the circle at the center of the
base.

A small circle is placed at the origin. The manipulators are shown, but you will not
use them for this part of the tutorial.
Next, scale and reshape the circle to form the base outline.
5. Choose Transform > Scale
6. Make the circle larger.

. The manipulators disappear.

Click and drag with the


towards the top right corner of the screen. Match the size
of the circle to the inside of the base outline, as shown in the following image.

Tip:

Use the screen diagonal direction for an increase or decrease in scale. Drag towards
the bottom left corner to decrease the scale. Drag towards the top right corner to
increase the scale.
7. Choose Pick > Nothing

to deselect the circle.

Tip:

Check that the CV shown as a U is at the right side of the circle. If the U CV is at
the left, you inverted the circle while scaling. Scale the circle again, being sure to
click and drag towards the top right of the screen.
Now select the three CVs which form the apexes of the triangular base.
8. Choose Pick > Point Types > CV

and click the CV nearest the right side of the sketch.

Tip:

As the CVs are small, it is sometimes easier to select them by dragging a pick box
around each one.

The CV is selected and highlighted in yellow.


9. With the Pick > Point Types > CV
tool still active, choose the CV at the top left-hand
corner of the sketch by clicking and dragging a pick box around it.

The second CV is selected and highlighted.


10. With the Pick > Point Types > CV
tool still active, click and drag a pick box around the
CV at the bottom left-hand corner of the sketch.

Check that the three CVs are selected and shown in yellow, and that there are two
unselected (red) CVs between each corner CV.

11. Choose Transform > Scale


12. Click and drag with the

.
until the outline shape is matched.

Next, make the CVs and hulls invisible for the curve.
13. On the Control Panel, go to the Display section.

Uncheck CV/Hull.

The CVs and Hulls for the curve are no longer visible.

14. Choose Pick > Nothing

to unpick the curve.

Create the upper curve for the base


Next, create the upper edge of the side wall, by copying and moving the first curve.
1. Choose Pick > Object

2. Choose Edit > Copy

and select the base outline curve that you created.

followed by Edit > Paste

A second curve is created and placed at the same location as the first. This curve is
selected and ready to move.

3. Maximize the Left view. Choose Layouts > Left

4. Choose Transform > Move

or press the F6 hotkey.

5. Click and drag with the


upwards to move the curve upwards. Avoid picking the
original curve by clicking and dragging away from the selected curve.
Move the curve so it is aligned with the top of the wavy edge of the joystick base
sketch.

6. With the curve still selected, click the CV/Hull checkbox in the Control Panel Display
section to turn on the CVs and Hulls.

The CVs and hulls appear.

Next, shape the curve in 3D. To be able to see the shape develop, work with all four
views on the screen.
7. Return to the four views. Use Layouts > All Windows > All Windows

8. Choose Pick > Nothing

or the F9 hotkey.

to deselect the curve.

9. In the Top view, choose Pick > Point Types > CV


and select the three corner CVs.
10. Click each CV or drag a pick box over each of them.

Next, move these CV points downwards in the Left view.


11. Choose Transform > Move

12. In the Left view, use the


to move the selected CVs downwards, until the curve
matches the shape of the top edge drawn in the sketch.

13. In the Control Panel, click the CV/Hull checkbox to turn off the CVs.
14. Choose Pick > Nothing

to deselect the CVs.

Create the top curve for the base


Create the small circle at the top of the base, where the joystick handle is connected.
1. Choose Curves > Primitives > Circle

2. Turn on grid snapping by holding down the


(Windows) or
(Mac) key. In the Top
view, click near the origin to place the circle exactly on the center grid point.

A small circle is placed at the origin, with the manipulator shown.

3. Scale the circle to match the smaller inner circle on the sketch. Choose Transform > Scale
.

Be careful not to click any of the curves, and click and drag outwards with the

Now, move the circle upwards in the Left view.


4. With the circle still selected, choose Transform > Move
5. In the Left view, click and drag with the
the base in the sketch.

to move the circle upwards to match the top of

The circle is now in position at the top of the base.


6. On the Control Panel Display section, click the CV/Hull check to turn off the CVs and hulls
for the circle.
7. Choose Pick > Nothing

to deselect the circle.

Create the base surfaces


Next, create the surfaces for the base using the Skin and Planar surfaces surface tools. First,
create the side wall of the base using a skin surface.
1. Maximize the perspective view. Choose Layouts > Perspective

or F8.

2. Choose Surfaces > Skin

You are prompted to select the first curve.


3. Select the first triangular curve you created at the bottom of the base.

4. Select the second triangular curve as the top edge of the side wall.

A skin surface is created between the two curves.


Next, create the surface across the top of the base component.
5. Choose Pick > Nothing

to unpick the skin surface.

6. Surfaces > Skin


is automatically selected. Select the second triangular curve again. The
pick chooser offers a choice between the curve and the surface you created. Select the
circle.

7. Now, you are prompted to select the next curve. Click the smaller circle at the top of the
base.

The top skin surface is created between the two curves.


Next, create the surface underneath the base.
8. Choose the Surfaces > Planar Surfaces > Set Planar
tool.
9. Select the first triangular curve at the bottom of the base. The pick chooser appears.

Select the circle curve.

Click the Go button that appears in the bottom right of the screen.

A planar surface is created across the bottom of the base.


10. Choose Pick > Nothing

to unpick the planar surface.

Save your work


1. Choose File > Save As
to save the current scene.
2. Save your work in the wire folder of the Lessons project.
3. Name your file myjoystick2.wire.

Tip:

F9 is the hotkey for Layouts > All Windows > All Windows
screen to show all four views at any time.

. Use F9 to set the

Save your work


Now save the scene as a new file.
1.
2.
3.
4.

Choose File > Save As


. The file browser opens.
In the file browser, locate the Lessons folder. Set the Lessons folder as the Current Project.
Save your work in the wire folder of the Lessons project.
Name your file myjoystick_Part1.wire.

For information on creating the Lessons project, or saving your work, see Save your work.

Part 3: Create the flexible sleeve


In this part of the tutorial, create the flexible component that connects the base to the
joystick handle.

Open the tutorial file (optional)


If you successfully completed part 2, you can proceed directly to the next step, Create the
zigzag curve.
If you were not successful in part 2, open the file called joystick_Part2.wire, located in the
wire folder of the CourseWare project. This file contains the completed model from part 2.

Create the zigzag curve


To create the profile for the sleeve, first create a simple curve across the gap between the
handle and the base. Then, increase the number of CVs in the curve so a detailed zigzag
shape can be created.
1. Maximize the Left view. Choose Layouts > Left

or F6.

2. Zoom in to the sleeve area.

Hold down the


and drag with the

and

(Windows) or

and

(Mac) keys together

Start with a single span curve stretched across the gap between the bottom of the
handle and the top of the base. Use curve snapping to place the sleeve curve
accurately between the end of the handle and the base curves.
3. Choose Curves > New Curves > New Edit Point Curve
4. Place the first edit point.

Turn on edit point snapping by holding down the


(Windows) or
(Mac)
and key. Click near the base of the handle. The edit point snaps to the corner.

5. Place the second edit point.

Keep the
(Windows) or
(Mac) key held down and click near the top of
the base. The edit point snaps to the corner.

A single span curve is created that has two Edit Points (one at either end) and 4
CVs.
Note:

The part of a curve between two edit points is called a span. A more complex curve
with many edit points, has many spans, one between each pair of edit points. When
a curve has more spans, it also has more CVs. These extra CVs can be used to
create a more complex shape.
6. Now increase the number of CVs in this curve so you can create the zigzag profile
of the sleeve.
In the Control Panel, the number of spans that make up the curve displays.

The curve currently has only one span.


In the Spans section of the control panel, type 8 and press
(Mac).

(Windows) or

The curve is rebuilt with 8 spans, and now has 11 CVs. A preview of the rebuilt
curve is shown in the view.

Click Accept to confirm the rebuild.


7. Choose Pick > Nothing

to deselect the curve.

Next, select some of the CVs to move to shape the curve.


Looking at the top of the curve, the first CV is shown as a small square, and the
second CV is shown as a U. Leave these two CVs unselected, so the sleeve profile
stays connected to the handle, and the direction of the end tangent is not modified.
8. Choose Pick > Point Types > CV
.
9. Continue counting from the top and select the third, fifth, seventh, and ninth CVs.

Leave the last two CVs unselected so the sleeve curve remains connected to the
base profile, and the direction of the end tangent is not modified.

10. Choose Transform > Move


11. Drag with the

to the right until a gentle zigzag shape is created, as shown.

12. With the CVs still selected, click the CV/Hull checkbox to turn off the CVs and hulls for the
curve.
13. Choose Pick > Nothing

to deselect the CVs.

Next, create the sleeve surface.

14. Choose Surfaces > Revolve

Double-click the Revolve icon. The Revolve control window opens.


Select Periodic and the default Degree value as 5 and the Spans value as 12.
Under Axis Options, select Global as the Axes and Z as the axis.
15. Click the zigzag curve to revolve it around the Z axis.

The surface is created. The blue manipulator that displays can be used to change the
surface.
16. Choose Pick > Nothing

to deselect the surface.

The blue handles disappear.

17. Zoom out to view the whole joystick design.

18. Press the F9 key to return to the four windows.

Save your work


1. Choose File > Save As
to save the current scene.
2. Save your work in the wire folder of the Lessons project.
3. Name your file myjoystick3.wire.

Part 4: Create the connecting cable


In this part of the tutorial, create part of the cable that connects the joystick to the computer.

Open the tutorial file (optional)


If you successfully completed part 3, you can proceed directly to the next step, Create the
cable path curve.
If you were not successful in part 3, open the file called joystick_Part3.wire, located in the
wire folder of the CourseWare project. This file contains the completed model from part 3.

Create the cable path curve


1. Maximize the Top view. Choose Layouts > Top

or F5.

You are creating the cable on the left of the joystick, so modify the view to give you
more space.
2. Zoom out of the view by holding down the
(Mac) keys and use the

. With the

and
and

(Windows) or
(Windows) or

(Mac) keys still held down, pan the view using the
left of the joystick.

and
and

so there is some free space to the

You no longer need the reference sketches, so hide the canvas plane by choosing
WindowDisplay > Toggles > Canvas Planes

3. Choose Curves > New Curves > New CV Curve

4. Turn on grid snapping by holding down the


grid intersection at the left side of the base.

(Windows) or

(Mac) key, and click the

The first CV of the curve is created.


5. Now create the second CV.

Click and drag with the


the .

to position the second CV to the left of the first. Release

6. Continue to place CVs, creating a wavy path for the cable.

Create the cable profile curve


Next, create a small circle for the cross-section profile of the cable.
1. Maximize the Back view. Choose Layouts > Back

or F7.

.
2. Choose Curves > Primitives > Circle
3. Double-click the icon. The Circle options box opens.

The current options have 9 spans which you set previously for the triangular shape.
A good general-purpose circular shape has eight sections, so change the number of
spans to 8 and click Go.

4. Turn on grid snapping by holding down the


(Windows) or
(Mac) key. Click near
the origin in the Back window to place the circle at the center of the base.

A small circle is placed at the origin. The CVs are highlighted in yellow and the
manipulator is showing.

5. Switch to the Left view. Choose Layouts > Left

or F6.

The circle is at the origin. Next, move the circle to the left edge of the joystick base,
where the path curve begins.
6. With the circle still selected, choose Transform > Move

7. Turn on grid snapping by holding down the


(Windows) or
(Mac) key. Click near
the grid point where the path curve starts, being careful not to select any other geometry.

The circle moves to the start of the path.

Now move the circle and the start of the path curve upwards, so the cable emerges
from the middle of the base side wall.
8. Choose Pick > Nothing

to deselect the circle.

9. Choose Pick > Point Types > CV


CVs on the path curve.

and drag a box around the circle CVs and the first two

10. Choose Transform > Move

11. Drag with the


to move the selected CVs upwards, so the circle sits in the middle of the
sidewall of the base.

12. Choose Pick > Nothing

to deselect the CVs.

13. Switch to the perspective view. Choose Layouts > Perspective

or the F8 hotkey.

The small circle is at the start of the path curve, centered on the side wall of the
base.

Create the cable surface


Next, create the extruded surface for the cable.
1. Tumble the perspective view and zoom in to the area at the start of the cable. Hold down
the

and

the view, and the

(Windows) or

and

(Mac) keys and use the

to zoom in.

To create the cable surface, extrude the small circle along the path curve.
2. Choose the Surfaces > Swept Surfaces > Extrude
tool.
3. You are prompted to select the curves to extrude. Click the circle.

Click the Go button to choose the circle as the generation curve.

to tumble

4. You are prompted to select the extrude path. Click the long wavy curve.

The extruded surface is created.


to deselect the surface.
5. Choose Pick > Nothing
6. Tumble and zoom out to view the cable surface.

Save your work


1. Choose File > Save As
to save the current scene.
2. Save your work in the wire folder of the Lessons project.
3. Name your file myjoystick4.wire.

Part 5: Assign objects to layers


In this part of the tutorial, assign the curves and surfaces you have created to new layers.

Open the tutorial file (optional)


If you successfully completed part 4, you can proceed directly to the next step, Assign
curves to a layer.
If you were not successful in part 4, open the file called joystick_Part4.wire, located in the
wire directory of the CourseWare project. This file contains the completed model from part
4.

Assign curves to a layer


Layers are a way of grouping related objects and organizing a scene. By default, all objects
you create are assigned to the Default Layer.
First, create a layer.
1. Show the Layer Bar. Choose Layers > Toggle > Layer Bar. The Layer Bar displays just below
the prompt line and just above the view window area.

2. Choose Layers > New

to create a layer.

A new layer button called L1 appears in the Layer Bar.


3. To rename the layer, in the Layer Bar, double-click the L1 layer.

Type the word Curves, and press

(Windows) or

(Mac).

Next, select all the curves assign to the layer. Use the Pick > Component
tool
which allows you to specify the type of object you want to select. In this case, set it
to select curves only, so that all the curves can be easily selected using a drag box.
4. Choose Pick > Component

and double-click the icon. The option box opens.

5. Deselect all the options except Curves and click Go.

6. Drag a pick box around all of the objects to choose all the curves.

Only the curves are selected.

7. Assign all the picked curves to the Curves layer. In the Layer Bar, press and hold with the
on the Curves layer and choose Assign from the drop-down menu.

8. Now turn off the visibility of the layer by choosing Visible from the same drop-down
menu.

The curves are no longer displayed in the scene.

Assign the surfaces to layers


1. Create another layer. Choose Layers > New

A new layer button called L2 appears in the Layer Bar.


2. Rename the layer. In the Layer Bar, double-click the L2 layer.

Type the word Joystick, and press

3. Choose Pick > Object


.
4. Select the joystick base, sleeve, and handle.

(Windows) or

(Mac).

5. In the Layer Bar, press and hold with the


on the Joystick layer and choose Assign from
the drop-down menu. All the picked surfaces are assigned to the Joystick layer.

Leave these surfaces visible, so you can continue working on them in the next
section.
6. Create another layer using Layers > New. Rename the layer Cable.
7. Choose Pick > Nothing
8. Choose Pick > Object

to deselect the joystick objects.


and select the cable surface.

9. Assign the cable surface to the cable layer.


10. Make the cable surface inactive. Press and hold with the
State, then Inactive.

on the Cable layer, choose Set

The cable surface is still visible, but is shown in pale blue and cannot be selected.

Save your work


1. Choose File > Save As
to save the current scene.
2. Save your work in the wire directory of the Lessons project. Name your file
myjoystick5.wire.

Part 6: Directly modify surfaces


In this part of the tutorial, refine the design by directly moving the CVs of the handle and
base surfaces. The following sketches show the design changes:
The top of the base has changed from being a straight surface, to a gently rounded surface.

The top of the handle has a triangular, angled shape.

A button has been added to the base.

Open the tutorial file (optional)


If you successfully completed part 5, you can proceed directly to the next step, Delete
construction history.
If you were not successful in part 5, open the file called joystick_Part5.wire, located in the
wire folder of the CourseWare project. This file contains the completed model from part 5.

Delete construction history


All the surfaces are currently shown in dark green, indicating that they have construction
history. Surfaces with construction history update when the curves are modified.
In this section of the tutorial, instead of using the curves to modify the surfaces, you modify
the surfaces directly.
To modify the surfaces directly, first delete the construction history for the surfaces.
1. First select all the objects. On the Layer Bar, use the
select Pick Objects from the drop-down menu.

All the joystick surfaces are selected.

to click the Joystick layer, and

2. Choose Delete > Delete Construction History


. A dialog box appears asking if you want
to delete the construction history for the objects.

Click Yes to delete the history.

3. Choose Pick > Nothing

to unpick all the surfaces.

Note:

The surfaces are now shown with dark blue lines, which indicate they have no
construction history.

Sculpt the base


You have already used CVs to create and shape curves. Surfaces also have CVs which can
be used in the same way to modify the surface shape directly.
By default, the CVs for a surface are not displayed, so next, turn on the CVs for the top of
the base.
1. Choose Pick > Object

and select the top surface on the base (skin#2).

2. In the Control Panel, click the CV/Hull checkbox to turn on the CVs and Hulls for the
surface.

The CVs and Hulls display.


3. Choose Pick > Nothing

to deselect the surface.

4. Switch to the Top view. Choose Layouts > Top

or F5.

The CVs on the surface are arranged in rows, connected by hull lines. The
arrangement of hulls on this surface is shown in the following image.

The hulls go in two directions. One set of hulls goes around the surface.

The other set of hulls radiates out from the middle of the surface.

Notice that there are no CVs between the end points of these hulls. Add CVs so you
can sculpt the surface.
5. Choose Pick > Object

and click the hull to select the top surface of the base.

6. In the Control Panel, change the degree of the skin surface in the V direction from 1 to 3.

CVs are added along the radiating hulls.

Click Accept.
7. Choose Pick > Nothing

to deselect the surface.

8. Select the two center hulls from this set to sculpt a gentle curve into the top surface
of the joystick base.
Choose Pick > Point Types > Hull

Click the red hull line connecting the second row of CVs in from the outer edge.

The row of CVs is selected and highlighted in yellow.

9. Click the red hull line connecting the third row of CVs in from the outer edge.

Both rows of CVs are now selected.

Now move these hulls, and the associated CVs, upwards in the Left view, to sculpt
the surface.
10. Choose Layouts > Left

or F6 to switch to the Left view.

11. Choose Transform > Move

12. Click and drag the


to move the hulls upwards. Move them enough to create a gentle
curve on the top edge of the surface.

The surface bends to give a rounded shape to the top of the joystick base.
13. On the Control Panel, click the CV/Hull checkbox to turn off the CVs and Hulls for the
surface.
14. Choose Pick > Nothing

to unpick the surface.

Sculpt the top of the handle


Next, refine the shape of the top of the joystick handle.
1. Choose Pick > Object

and select the handle surface.

2. On the Control Panel, choose CV/Hull to turn on the CVs and Hulls for the handle surface.

3. Choose Pick > Nothing

to unpick the surface.

Next, select the CVs that shape the top of the handle.
Note:

The pick palette has the Pick > Hull tool showing. Click and hold the on the Pick
> Hull icon to open the tool drawer. Move the mouse to the CV icon and release to
select the Pick Point Types > CV tool.

4. Choose Pick > Point Types > CV


in the following image.

. Drag a pick box around the top right set of CVs shown

The CVs are selected and highlighted in yellow.

The first modification is to the shape of the handle, so make the transforms in the
Top view.
5. Choose Layouts > Top

or the F5 hotkey to switch to the Top view.

6. Zoom in to see the handle CVs clearly. Hold down the


and

(Mac) keys together and click and drag the

and
to zoom.

(Windows) or

7. Choose Transform > Non-p Scale


8. Click and drag the

to reshape the handle.

Tip:

Click and drag away from any of the geometry to avoid selecting different
geometry.

The selected area of the handle surface is stretched.

9. Choose Pick > Nothing

to unpick the CVs.

Next, select the CVs to the left of the handle, so you can create a soft pointed shape.
10. Choose Pick > Point Types > CV
the handle.

and drag a pick box over the central CVs on the left of

The center-line CVs are selected and highlighted in yellow.

11. Choose Transform > Non-p Scale and click and drag the
outwards to the side.

12. Choose Pick > Nothing

to unpick the CVs.

the stretch the handle surface

The top of the handle now has a smooth triangular shape.

Sculpt the handle angle


Next, adjust the angle of the top of the handle, to make it more ergonomic.
1. Choose Layouts > Left

or F6 to switch to the Left view.

2. Choose Pick > Point Types > CV


of the handle.

and click and drag a box around all the CVs at the top

The CVs for the handle grip are selected.

Rotation always works around the pivot point of the object. The pivot point for the
CVs defaults to the origin. To rotate the CVs correctly, position the pivot point at
the center of the selected CVs, using the Center pivot tool.

3. Choose Transform > Local > Center Pivot

The pivot point for the CVs is placed in the center of the CVs.

4. Choose Transform > Rotate


y-axis.

and click and drag with the

to rotate the CVs about the

5. Choose Transform > Move


and drag with the
to move the CVs slightly to the right,
creating a smooth transition from the shaft of the handle.

6. On the Control Panel, click the CVs/Hulls check to turn the CVs and hulls off.
7. Choose Pick > Nothing

to deselect the object.

8. Choose Layouts > Perspective

or F8 to evaluate the design

Save your work


to save the current scene.
1. Choose File > Save As
2. Save your work in the wire folder of the Lessons project.
3. Name your file myjoystick6.wire.

Part 7: Create the button


In this part of the tutorial, create a button from a modified sphere.

Open the tutorial file (optional)


If you successfully completed part 6, you can proceed directly to the next step, Create a
primitive sphere.
If you were not successful in part 6, open the file called joystick_Part6.wire, located in the
wire folder of the CourseWare project. This file contains the completed model from part 6.

Create a primitive sphere


Create the button for the joystick by placing and transforming a primitive sphere.
1. Choose Layouts > Top or F5 to switch to the top view.

2. In the Layer Bar, click the Joystick layer to select it.

The layer is shown in yellow to indicate that it is the active layer. Any new curves
or surfaces are placed on it.
3. Choose Surfaces > Primitives > Sphere
.
4. Double-click the icon to open the option box. You are creating a whole sphere, so check
that the Sweep is set to 360 degrees.

Click Go.

5. Hold down the


(Windows) or
(Mac) key to turn on grid snapping. Click near the
grid intersection just inside the right-hand edge of the base.

A sphere is placed on the grid intersection.


6. Choose Transform > Move
7. Drag using the
base.

to move the sphere to half way between the handle and the edge of the

8. Choose Transform > Non-p Scale


9. Drag using the

to stretch the sphere sideways.

10. With Transform > Non-p Scale still selected, drag upwards using the
sphere, making an oval shape for the button.

11. Choose Layouts > Left

(F6) to switch to the Left view.

to stretch the

12. Choose Transform > Move

13. Drag using the


to move the sphere vertically until the center of the sphere is aligned to
the top edge of the base.

14. Choose Transform > Rotate


15. Drag using the

to rotate the sphere to match the angle of the base.

16. Choose Pick > Nothing

to unpick the sphere.

17. Choose Layouts > Perspective

to switch to the Perspective view.

Save your work


1. Choose File > Save As
to save the current scene.
2. Save your work in the wire folder of the Lessons project.
3. Name your file myjoystick7.wire.

Part 8: Visualize the model


In this part of the tutorial, view the model using Hardware Shading.

Open the tutorial file (optional)


If you successfully completed part 7, you can proceed directly to the next step, Shade the
view.
If you were not successful in part 7, open the file called joystick_Part7.wire, located in the
wire folder of the CourseWare project. This file contains the completed model from part 7.

Shade the view


In the previous desk lamp tutorial, you used Diagnostic Shading to visualize the model. In
this tutorial, you use Hardware Shade. Hardware shading allows for more visual effects and
introduces you to the techniques used for rendering in later tutorials.
Start by making the cable surface pickable, so it can be shaded.
1. On the Layer Bar, click using the
on the Cable layer, choose Set State, then Pickable to
make cable surface active.
2. Tumble the view until you get a good view of the joystick and cable. Hold down the
view.

and

(Windows) or

and

(Mac) keys and use the

to tumble the

3. Choose WindowDisplay > Hardware Shade

The model is shaded in the default color.


4. Choose WindowDisplay > Hardware Shade

to open the option box.

5. In the Enable Environment Effects section:


o Select Ground Plane to turn on the ground plane effects.
o Click Edit Environment to open the Environment window.

6. Open the Ground Plane section by clicking the small arrow next to it.

Set the following options:

o
o

Set the plane Height. Type -0.5 and press


(Windows) or
(Mac) to drop
the shadow slightly below the base.
Ensure that the Shadows is selected so that shadows are turned on.

A shadow appears underneath the cable.


o

Change the Shadow Position. From the Shadow Position drop-down menu, which
is set to Directly above by default, choose 45 degrees right.

Change the Shadow Blur. Type 0.2 and press


soften the shadows.

(Windows) or

(Mac) to

Tip:

If your screen shows the wireframe view, choose the Shade On button at the bottom
of the Hardware Shade box.

7. To view the design more clearly turn off the wireframe, grid, and lights.

In the title bar of the modeling window, click Show and select Model from the
menu (to remove the check mark). The wireframe lines disappear.

8. Select Grid from the menu (to remove the check mark). The grid lines disappear.
9. Select Lights from the menu (to remove the check mark). The light icons disappear.

The joystick design displays in shaded mode, with no model lines, grid lines, or
lights showing.

10. To display the model lines, grid lines, and lights again, select Show > Model, Show > Grid,
and Show > Lights once more from the window title bar.
11. In the Hardware Shade option box, click Shade Off to return to wireframe view.

12. Close the Hardware shade and Environment option boxes.

Now that Hardware Shade is set up, you do not need to go into the option box the
next time you want to shade the model. Just choose WindowDisplay > Hardware
Shade

to toggle the shading on or off.

Save your work


1. Choose File > Save As
to save the current scene.
2. Save your work in the wire folder of the Lessons project.
3. Name your file myjoystick8.wire.

Conclusion
Congratulations! You have completed the joystick model and have gained experience in
using curves and then surface tools to build freeform shapes.
Important concepts to take forward to future modeling projects are:

On a curve, a minimum of 4 CVs are required to create the curve. Adding more CVs
means that the curve can have a more complex shape.

Construction history means that you can modify the shape of a surface by changing
the curves it was built from.
Alternatively, you can turn on the CV display for the surface and modify the surface
CVs directly to change the surface shape.
You can use the Control Panel to display or hide the CVs of a curve or surface.
It is good practice to turn off the CVs on objects that are not being modified, to
reduce the complexity of the view on the screen.
Regularly save your work!

On Your Own
The tools and techniques that you have learned are the basis of all complex modeling with
Alias. Use curves and surfaces, controlling their shape with CVs, to create the following
designs.
The main body and lid of the coffee pot in the following images are created using a
revolved surface. The handle is an extrusion and the spout is a skin surface. Notice that the
components are intersecting and have not been fully detailed. This level on detail is
acceptable for a concept model. Detailing techniques are described in the tutorials that
follow.

Continuing the kitchen theme, the lemon squeezer handle is built from revolved surfaces.
The squeezer was sculpted from a simple revolved shape. The number of spans was
increased, to allow for the number of grooves, and alternate rows of CVs were scaled
inwards.

The flashlight in the following image is based on a circle which has been shaped to a
smooth square shape. Skin surfaces have been used for the main shape, with extrude
surfaces used for the grip detail and the lanyard.

Model a Vacuum Cleaner


In this tutorial, you build a hand-held car vacuum cleaner using a modeling technique
called overbuilding and trimming. With this technique, create simple swept surfaces to
define the main shape of the design. Then combine these surfaces using intersecting and
trimming. As the vacuum cleaner design is symmetrical, save time by only building and
detailing one half of the model. When the design is complete, copy and mirror the surfaces
to create the full model. Then, fillet the surfaces and add design details, further trimming
the main shape.

Objectives
This lesson introduces you to more surface building techniques. Learn how to:

Create swept surfaces.


Trim off the excess areas of surfaces.
Create rounded edges.
Use Layers to organize complex models

Part 1: Create Primary Surfaces


In this part of the tutorial, use the monorail tool to create the two surfaces that define the
vacuum cleaner body.
In the tutorial file, the main curves have already been created and are supplied on a layer
called curves. As you do not have to create the curves for this model, you can focus on the
techniques of intersecting and trimming surfaces introduced in this tutorial.
The curves have been created using the same techniques you learned in the Model a
Joystick tutorial. If you want to see how the curves are constructed, use the Control Panel
CV/Hull display to display the CVs.
If you prefer to create your own curves, you can make the curves layer inactive, and create
your own curves using these curves as a guide.

Open the tutorial file


1. Choose File > Open
to open the file browser.
2. In the file browser, locate the CourseWare folder and set it as the Current Project.
3. Open the file called vacuum.wire, located in the wire folder in the CourseWare project.

For information on how to open a file, see Open the tutorial file.

A dialog box appears, asking if you want to delete all objects, shaders views, and
actions. Click Yes.
If your values for construction tolerances differ from the values in the
vacuum.wire file, you are presented with a dialog box:

Click Accept New Settings to use the construction tolerances in vacuum.wire.


The file opens.

If the modeling views do not occupy the full size of the Alias window, choose
Layouts > All Windows > All Windows

Create the lower surface


Start by creating the lower body shape using a monorail surface.
1. Maximize the Perspective view.

2. Choose Surfaces > Swept Surfaces > Rail Surface

The Rail surface defaults to a birail, which has two path curves. Now change the rail
surface settings to create a monorail, with only one path curve.

3. Double-click the Rail Surface icon to open the option window.

4. In the Rail Surface option window, click 1 in the Rail Curves section. Check that the
Generation Curves section is also set to 1.

5. Close the Rail Surface option window by clicking the X in the top right corner.

You are now prompted to select the generation curve.

6. Use the

and click the curve shown to select it as the generation curve.

The curve is highlighted.


You are prompted to select the primary rail curve.
7. Click the lower profile of the vacuum to select it as the path curve.

A monorail surface is created.

8. Choose Pick > Nothing

to deselect the surface.

To see the shape of the surface more clearly, use Diagnostic Shade on the Control
Panel to shade the surface.

Tip:

If the Control Panel is not displayed on your screen, choose Windows > Control
Panel

to make it visible.

9. Click the Multi Color shade icon to turn on the shading .

The surface is shaded in a default gray color.

10. Click the diagnostic Shading Off wireframe icon on the Control Panel to turn off the
shading.

Use the diagnostic shading throughout this tutorial to visualize the geometry.

Create the Upper Surface


Next, create the upper surface of the vacuum cleaner using a Monorail surface with two
generation curves. When two generation curves are used, the surface blends between the
two shapes, as it sweeps along the path curve. The rail surface creates a smooth surface
blended between the wide nozzle and the narrower handle section.
1. Choose Surfaces > Swept Surfaces > Rail Surface
option window.

. Double-click the icon to open the

The Rail tool is set for 1 generation curve and 1 rail curve.

2. In the Rail tool option window, click 2 in the Generation curves section.

3. Close the option window.

You are prompted to select the generation curve.


4. Click the curve at the front of the vacuum nozzle to select it as the first-generation curve.

The curve is highlighted.

You are then prompted to select the next generation curve.


5. Click the curve at the rear of the vacuum cleaner body to select it as the secondgeneration curve.

The curve is highlighted.


Next, you are prompted to select the primary rail curve.
6. Click the upper profile curve of the vacuum cleaner body.

A monorail surface is created that blends smoothly between the two generation
curves.

7. Choose Pick > Nothing

to deselect the surface.

8. Use Diagnostic Shade on the Control Panel to view the relationship between the two
overlapping surfaces.

You have now created the two main shapes that you will use to create the vacuum
cleaner body.

Save your work


Now save the scene as a new file.
1. Choose File > Save As
to open the File Browser.
2. In the File Browser, locate the Lessons folder. Set the Lessons folder as the Current
Project.
3. Save your work in the wire folder of the Lessons project.
4. Name your file myvacuum.wire.

Part 2: Intersect and Trim


A common way to combine NURBS surfaces is to intersect the surfaces, then trim them
where the two surfaces cross each other. Use this approach with the upper and lower
surfaces of the vacuum cleaner.
First, intersect the surfaces. When you intersect surfaces, you create curves-on-surface,
which are lines that are created on the surfaces where the surfaces intersect. Then trim the
intersecting surfaces along the curves-on-surface, so the unnecessary surface areas are
discarded, and only the necessary surface areas remain

Open the tutorial file (optional)


If you successfully completed part 1, you can proceed directly to the next step, Intersect
the upper and lower surfaces.

If you were not successful in part 1, open the file called vacuum_Part1.wire, located in the
wire folder of the CourseWare project. This file contains the completed model from Ppart
1.

Intersect the upper and lower surfaces


Now, intersect the upper and lower surfaces to create the body shape.
1. Click the wireframe icon in the Diagnostic Shade area of the Control Panel to remove the
shading.

2. Choose Surface Edit > Create CurvesOnSurface > Intersect


curves-on-surface that are used to trim the surfaces.

. This tool creates the

3. You are prompted to select the surface(s) to intersect.

Use the
to click the upper surface to select it. If the pick chooser appears, pick
the rail surface, not the curve.

The surface is highlighted and a Go button appears in the lower right corner of the
view.

Click Go to select the first surface to intersect.

The surface is highlighted in pink.


4. You are prompted to select the intersecting surface.

Click the lower surface to intersect it with the upper surface.

The surfaces are intersected. Two curves-on-surface are created, one on each
surface.

By default, the Intersect tool creates a curve-on-surface on each surface so each


surface can be trimmed.
Both surfaces are now drawn with a dotted outline to indicate that each has a curveon-surface.
5. Choose Pick > Object Types > Curve on Surface
.
6. Drag a pick box around the intersected surfaces to pick the curves-on-surface.

The highlighted curves that appear are the two curves-on-surface. It looks as though
there is only one curve-on-surface, but there are two in the same location, one on
the upper surface, and one on the lower surface.

7. Choose Pick > Nothing

to unpick the curves-on-surface.

Trim the surfaces


Now, trim off the excess from the upper and lower surfaces.
Note:

A trimmed surface is not cut; it exists in a hidden form that does not render or affect
modeling. While performing a trim, you can easily discard part of a trimmed surface by
selecting the unwanted portion of the geometry and clicking the Divide button that appears
at the bottom right corner of the screen.
1. Choose Surface Edit > Trim > Trim Surface
.
2. You are prompted to select a surface to trim.

Pick the upper surface.

3. You are then prompted to select one of the following:


Shift select to add or remove surfaces or click or box select to
select trim regions.

The last option allows you to trim away the excess parts of the surface, so respond
to this prompt.
Click any part of the upper surface on the inside part that you want to keep.

The Trim tool places an indicator where you clicked and the buttons in the bottom
right corner of the view become available.

4. Click the Keep button.

The upper surface is trimmed.

5. Repeat steps 2 through 4 to trim the lower surface.

Create the nozzle surface


Next, create a planar surface across the mouth of the nozzle to complete the exterior shape
of the vacuum body.
1. Choose the Surfaces > Planar Surfaces > Set planar

tool.

2. You are prompted to select a curve.


3. Click the straight-line curve along the center grid line to select it as the first curve for the
planar surface.

The curve is selected and a Go button appears in the bottom right corner of the
view.
You are prompted to select another curve.
4. Click the front nozzle curve to select it as the second curve for the planar surface. If the
pick chooser appears, make sure that you pick the curve, not the surface edge.

The curve is selected, and you are prompted to select another curve.
5. Click the rear nozzle curve to select it as the third curve for the planar surface.

The curve is selected. The three curves form a closed region within which the planar
surface is created.
6. Click Go to create the planar surface.

The surface is created and displays with a yellow grid.


7. Choose Pick > Nothing

to deselect the planar surface.

8. Use Diagnostic Shade in the Control Panel to view the model.

Save your work


1. Choose File > Save As
to save the current scene.
2. Save your work in the wire folder of the Lessons project.
3. Name your file myvacuum2.wire.

Part 3: Create surface fillets


Now that you have intersected and trimmed the upper and lower surfaces, there is a sharp
edge where the two surfaces meet.
To create a rounded transition between the two surfaces, create a fillet surface using the
Surfaces > Surface Fillet

tool.

The surface fillet tool creates a rounded surface that blends smoothly between two surfaces,
or two sets of surfaces. As well as creating the rounded surface, the Surface Fillet tool can
also trim back the original surfaces to create a finished continuous form. This trimming is
achieved using curves-on-surface, which the Surface Fillet tool creates automatically.

Open the tutorial file (optional)


If you successfully completed part 2, you can proceed directly to the next step, Create the
body fillet.
If you were not successful in part 2, open the file called vacuum_Part2.wire, located in the
wire folder of the CourseWare project. This file contains the completed model from part 2.

Create the body fillet


Next, create a fillet surface along the intersected edge of the vacuum cleaner body.
The Surface Fillet tool uses surface indicators to choose which side of a surface to create
the fillet. These indicators are easier to see in a wireframe view. So first turn off the shaded
view.
1. Return to a wireframe view by clicking the wireframe icon in the Diagnostic Shade section
of the Control Panel.

The upper surface only has lines showing on its edges.


To improve the visualization of the surface, and to make it easier to select, increase
the number of lines across the surface using the Patch Precision tool.
2. Choose Pick > Object
and select the upper surface. If the pick chooser appears, pick
the rail surface, not the curve.

3. Choose Object Edit > Patch Precision

You are prompted to enter the number of curves per patch. Type 3 and press
(Windows) or
(Mac).

The surface now displays with some dotted lines across its interior. These dotted
lines make the surface easier to visualize in wireframe, and can be used to select the
surface.
Next, create the surface fillet along the trimmed edge where the two main surfaces
meet.

4. Choose Surfaces > Multi-Surface Fillet > Surface Fillet


(if you are using Alias Design,
Surfaces > Surface Fillet). Double-click the icon to open the option box.

5. In the Center Radius box, type a radius value of 37.5.

6. In the Flow Control section, the Start and End options are set to Default.

For the Start and End, select Edge align.

This choice ensures that the fillet surface is built to the full length of the edge, and
the upper and lower surfaces are correctly trimmed.
7. Close the Surface Fillet option box.

You are prompted to select the surfaces.


8. Pick the upper surface.

If the pick chooser appears, select the rail surface.


The surface is selected and highlighted in pink.

9. Click the lower surface to select it.

The surface is selected and highlighted in yellow, and a Build button appears in the
bottom right corner of the view.
Arrows appear on both surfaces, indicating on which side of the surfaces the fillet
will be built. If necessary, tumble the view to see which direction the arrows are
pointing.
For the upper surface, the pink arrow should point inwards towards the inside of the
vacuum cleaner body. If it is pointing out from the surface, then click it to reverse it.
The yellow arrow for the lower surface also should point inwards toward the inside
of the vacuum cleaner body. If it is not, click it to reverse its direction.
10. Click Build.

The fillet surface is created, and the upper and lower surfaces are trimmed.

11. Choose Pick > Nothing

to deselect all the surfaces.

Create the nozzle fillet


The Surface Fillet tool can be used in different modes. The default mode, which you used
for the body fillet, is to create a circular fillet. Circular fillet mode creates a constant radius
surface along the length of the fillet surface.
For the nozzle, create a chordal fillet. A chordal fillet maintains a constant width of surface,
instead of a constant radius. Chordal fillet mode produces a more regular surface when the
angle between the two main surfaces varies along their edge.
1. Choose Surfaces > Multi-Surface Fillet > Surface Fillet
(if you are using Alias Design,
Surfaces > Surface Fillet). Double-click the icon to open the surface fillet option box. The
flow control settings are currently set to Edge align for the start and end.
2. Return the Flow Control settings to the default settings. On the drop-down menu for the
Start and End settings, choose Default.

Note:

The ends of the fillet fall on the centerline of the vacuum design. As the edges of the
main surfaces are already aligned to the centerline, the Surface fillet Edge Align
adjustment is not required.
3. For Construction Type, choose Chord from the drop-down menu to select a constant width
fillet.
4. For Chordal Type, choose Chordal length.
5. Only a small fillet is required around the nozzle, so set Chordal Length to 50.

Close the Surface Fillet option box.


You are prompted to select the input surfaces.
6. Drag a pick box around the upper, lower, and fillet surfaces, avoiding the planar surface.

All three surfaces are selected and highlighted in pink.

7. Click the planar surface to select it.

If the pick chooser appears, pick the trim_surface.


The surface is selected and highlighted in yellow.

Arrows appear on both sets of surfaces, indicating on which side of the surfaces the
fillet will be built. The arrows should point in towards the inside of the vacuum
body. If an arrow is pointing out of the surface, click the arrow to reverse it.
8. Click Build.

The chordal fillet surface is created, and the surfaces trimmed to create a smooth,
continuous exterior.
9. Choose Pick > Nothing

to deselect all the surfaces.

Save your work


to save the current scene.
1. Choose File > Save As
2. Save your work in the wire folder of the Lessons project.
3. Name your file myvacuum3.wire.

Part 4: Create the handle


In this section, create a hole through the vacuum cleaner body to create a handle. As before,
when you built the main body shape, overbuild surfaces to create an intersection.
This time, however, do not use the intersection and trim tools to create a sharp-edged shape.
Instead, use the Surface Fillet tool to create a rounded edge and trim at the same time.

Open the tutorial file (optional)


If you successfully completed part 3, you can proceed directly to the next step: Create the
handle surface.
If you were not successful in part 3, open the file called vacuum_Part3.wire, located in the
wire folder of the CourseWare project. This file contains the completed model from part 3.

Create the handle surface


Create the handle using a skin surface, built from the handle curve provided in the tutorial
file.
First, make a copy of the handle curve and move it to the side of the vacuum, to create the
two curves needed for the skin.
1. Choose Pick > Object

and select the oval shaped handle curve.

followed by Edit > Paste


. The screen appears the same, but a
2. Choose Edit > Copy
second curve has been created and placed on top of the original, and is selected, ready to
be moved.
3. Choose Transform > Move
. Since you are working in the perspective view, you can use
the mouse buttons to specify a move in the x, y, or z direction.

Drag using the


to move the second curve in the negative y-direction. Move the
curve so it is well outside the vacuum body surfaces.

4. Use the F9 hotkey to display all four views, to check that the copied curve is outside the
main body.

5. Choose Pick > Nothing


to deselect the curve.
6. Use the F8 hotkey to return to the perspective view.

Next, create a skin surface between the two handle curves.


7. Choose the Surfaces > Skin

tool.

8. You are prompted to select the first curve. Click the first handle curve to select it for
the skin surface.

The curve is highlighted, and you are prompted to select the next curve. Click the
second handle curve to select it.

The skin surface is created and highlighted in green


9. Choose Pick > Nothing

to deselect the skin surface.

10. Use Diagnostic Shade to check that the handle surface passes through the body surfaces.

Tip:

If the handle surface falls short of the body surfaces, use Pick > Object
the second handle curve. Then, use Transform > Move

with the

to select
to adjust the

position of the curve. Because the skin surface has construction history, it is rebuilt
to the new curve position when the mouse button is released.
11. Return to a wireframe view by selecting the wireframe icon in Diagnostic Shade.

Create the handle fillet


Next, use the Surface Fillet tool to trim the handle and upper body surfaces, and to create a
rounded edge.
1. Choose Surfaces > Multi-Surface Fillet > Surface Fillet
(if you are using Alias Design,
Surfaces > Surface Fillet). Use the settings you used before for this fillet surface, so do not
open the option box.
Note:

If you have exited Alias since building the last fillet, see Create the nozzle fillet for
the correct Surface Fillet options to use.
You are prompted to select the surfaces.
2. Click the upper surface to select it.

The surface is selected and highlighted in pink.

3. Click the handle surface to select it.

The surface is selected and highlighted in yellow, and a Build button appears in the
bottom right corner of the view.
Arrows appear on both surfaces, indicating on which side of the surfaces the fillet
will be built.

The pink arrow should point in towards the inside of the vacuum surfaces. If it is
pointing out from the surfaces, click the arrow to reverse it.
The yellow arrow should point outwards from the handle surface. If it is pointing in
towards the center of the handle, click the arrow to reverse it.

4. Click Build.

A small fillet surface is created, and the upper and handle surfaces are trimmed.

To create a comfortable handle, a larger fillet is required.

5. Choose Surfaces > Multi-Surface Fillet > Surface Fillet

to open the option window.

(If you are using Alias Design, choose Surfaces > Surface Fillet
6. For Chordal Type, select Chordal length.
7. Type 125 in the Chordal Length box and press
the fillet size.

(Windows) or

An Update button appears at the bottom right corner of the view.

8. Click Update to rebuild the fillet.

(Mac) to adjust

The fillet is rebuilt to the larger size, providing a more comfortable handle design.
9. Choose Pick > Nothing

to deselect all the surfaces.

10. You have now completed the main body shape for the vacuum cleaner design.

Save your work


1. Choose File > Save As
to save the current scene.
2. Save your work in the wire folder of the Lessons project.
3. Name your file myvacuum4.wire.

Part 5: Create air vents


In this section, create grooves to represent styled air intakes.

Open the tutorial file (optional)


If you successfully completed part 4, you can proceed directly to the next step, Create the
groove surfaces.
If you were not successful in part 4, open the file called vacuum_Part4.wire, located in the
wire folder of the CourseWare project. This file contains the completed model from part 4.

Create the groove surfaces


Create the groove surfaces from three extruded tube shapes. The profile of the tubes is
circular, and the path follows the general shape of the main body. To create an interesting
intersection line, the path curve pulls away from the body shape so the grooves fade out at
the outer edge.
To match the character of the main body shape, use the original nozzle curve as a path to
extrude the three groove surfaces.
1. Choose Pick > Object

and select the front nozzle curve.

Note:

The surfaces are highlighted in pink, indicating that the surfaces have construction
history. If you modify the curve, the surfaces updates. You are not modifying the
curve; instead, take a copy so you can change the shape without affecting the
surfaces.

2. Choose Edit > Copy

followed by Edit > Paste

to create a copy of the curve.

Note:

The surfaces are no longer highlighted in pink, as the new curve is a new copy with
no relationship to the surfaces.

3. Choose Transform > Scale


and type 1.75 and press
to increase the size of the curve.

4. Choose Pick > Nothing

(Windows) or

(Mac)

to deselect the curve.

Use this scaled curve as a path curve for the extruded surfaces.
The three circles at the front of the vacuum cleaner have been templated so that you
do not accidentally pick or modify them. Now untemplate these circles so you can
use them as the generation curves for the extrude surfaces.

5. Choose Pick > Template

and drag a pick box around the three circles.

6. Choose ObjectDisplay > Template

to return the curves to pickable geometry.

Now extrude the circles along the path curve.


7. Choose Surfaces > Swept Surfaces > Extrude
extrude.

. You are prompted to select curve(s) to

8. Pick all three circles.

Click Go to select the circles for extrusion.


9. You are prompted to select the extrude path. Click the larger curve you have scaled to
select it as the path curve.

Three surfaces are created, following the shape of the upper surface.

Intersect and Trim the air vents


Now intersect and trim the three extruded surfaces with the upper surface of the vacuum
body.
1. With the three surfaces still selected, choose Surface Edit > Create CurvesOnSurface >
Intersect

The three extruded surfaces are highlighted in pink, indicating they are selected for
intersecting.
2. Because the three extruded surfaces are already selected, you are prompted to select the
surface to intersect.

Pick the upper surface of the vacuum.

The surfaces are intersected and the curves-on-surface created.


Now trim the excess from the surfaces, starting with the extruded surfaces. In this
trimming operation, it is easier to select the part of the surfaces you want to discard,
so use the Discard option in the trim tool, instead of the Keep option.
3. Choose Pick > Object

and drag a pick box to select the three extruded surfaces.

Tip:

If you have many surfaces to trim, you can select them all using a pick box before
choosing the trim tool.
4. Choose Surface Edit > Trim > Trim Surface

The surfaces are highlighted in pink, and you are prompted to select the regions to
trim.
5. Click the first extruded surface, in the region to discard

6. Pick the second extruded surface, also in the regions to discard.

7. Pick the third extruded surface, also in the regions to discard.

8. Click Discard at the lower right corner of the view.

The excess surfaces are discarded.


Next, you trim the upper surface.
9. Still in the Trim tool, pick on the upper surface to select it for trimming.

10. Click the main region of the upper surface to select it as the part of the surface to keep.

An indicator is placed where you clicked and three buttons appear in the bottom
right corner of the view.
11. Click Keep to trim the surface.

The upper surface is trimmed.

12. Choose Pick > Nothing

to complete the trimming operation.

Now that you have created all the main surfaces, make the curves layer invisible, so
the surfaces can be viewed more clearly.
13. On the Layer Bar, click and hold on the curves layer to view the drop-down menu. Select
Visible to turn off the visibility of the layer.

On the Layer Bar, the curves layer displays with a dotted outline to indicate that it is
turned off.

The curves are no longer displayed on the screen.


14. Use diagnostic shading to evaluate the results.

Save your work


1. Choose File > Save As
to save the current scene.
2. Save your work in the wire folder of the Lessons project.
3. Name your file myvacuum5.wire.

Part 6: Create the power button


In this section, create the on/off button for the vacuum cleaner.
Create the button detail in two stages. First, create a recess in the body surface where the
button sits. Then, create the button so it sits flush with the body surface.
Because one set of surfaces fits into another, use layers to organize the geometry.

Open the tutorial file (optional)


If you successfully completed part 5, you can proceed directly to the next step, Create a
cylinder for the power button.
If you were not successful in part 5, open the file called vacuum_Part5.wire, located in the
wire folder of the CourseWare project. This file contains the completed model from part 5.

Create a cylinder for the power button


First create a cylinder surface for the outline of the power button.
1. Return to the wireframe view using Diagnostic Shade in the Control Panel
2. Choose Layouts > Top

or the F5 hotkey to switch to the Top view.

. Double-click the icon to open the cylinder


3. Choose Surfaces > Primitives > Cylinder
options.
4. Set the Sweep to 180 and the Spans to 4 to create a half cylinder. Set the Caps to 0 from
the drop-down menu, to create only the side wall of the cylinder.

Click the Go to create the half cylinder.


5. In the Top view, hold down the
(Windows) or
(Mac) key to turn on grid snapping,
and click near the origin. Snapping the cylinder on the origin ensures that it is centered.

6. With the cylinder still selected, choose Transform > Non-p Scale

. Type 400,-300,200

and press
(Windows) or
(Mac) to scale the half cylinder to an oval shape, and
to invert it so it is on the right side of the grid.

7. Choose Layouts > Left

8. Choose Transform > Move

to switch to the Left view.

. Hold down the

and

(Windows) or

and

(Mac) keys to turn on curve snapping. Point the cursor at the top edge of the upper
surface and click and hold down the
. With the mouse button still pressed, drag the
cylinder until it is roughly half way between the handle and the air vents.

The cylinder moves along the edge.


9. Choose Transform > Rotate
and type 0,-40,0 to rotate the cylinder around the y-axis.
Check that the cylinder is entering the upper surface at a good angle. If you need to adjust
the angle further, drag using the

to adjust the y-rotation.

10. Choose Layouts > Perspective

11. Choose Pick > Nothing

, or the F8 hotkey to return to the perspective view.

to deselect the cylinder.

Create two surfaces for the button and the recess


Use the cylinder you created twice. First, use it as the sidewall of the power button, then
use a second copy to create the sidewall of the recess in the main body.
Also use the upper surface twice. Use a copy to create the top of the power button. Trim
most of the surface away. The part that is left is flush with the vacuum body.
Trim the original upper surface to create the recess for the button.

To avoid confusion with these copied surfaces, first create layers for the body surfaces, and
for the power button surfaces.
1. Choose Layers > New

to create a layer.

2. Rename the layer to body.

3. Choose Pick > Object

. Drag a pick box over all the geometry to select all the surfaces.

4. On the Layer Bar, click and hold on the body layer to see the drop-down menu. Choose
Assign to assign all the surfaces onto the layer.
5. Choose Pick > Nothing

to deselect all the surfaces.

6. Now create a second layer for the power button.


Choose Layers > New

to create a layer.

7. Rename the layer to power_button.

8. Choose Pick > Object


body.

. Pick the half cylinder and the upper surface of the vacuum

9. Choose Edit > Copy


selected.

followed by Edit > Paste

. The two surfaces are copied and left

10. On the Layer Bar, click and hold on the power_button layer to view the drop-down menu.
Choose Assign to assign the two copied surfaces onto the layer.

You now have two copies of the cylinder and top surface, one on the body layer,
and one on the power_button layer.
11. Choose Pick > Nothing

to deselect the surfaces.

Create the power button


Next use the copied surfaces to create the power button. Use the Surface fillet tool to trim
and round the edge of the power button.

1. On the Layer Bar, click the box beside the body layer to make the body surface invisible.
This a shortcut to selecting Visible on the drop-down menu.

Only the two surfaces you copied are visible.

2. Choose Surfaces > Multi-Surface Fillet > Surface Fillet


(if you are using Alias Design,
select Surfaces > Surface Fillet). Double-click the icon to open the option box.

Change Construction Type to Radius and Center Radius to 20.

Close the Surface Fillet option window.


You are prompted to select the first set of surfaces.

3. Click the upper surface to select it.

The surface is selected and highlighted in pink.

Select the second set of surfaces.


4. Click the half cylinder surface to select it.

The surface is selected and highlighted in yellow, and a Build button appears in the
bottom right corner of the view.
Arrows appear on both surfaces, indicating on which side of the surfaces the fillet
will be built.
The pink arrow needs to point in towards the inside of the vacuum surfaces. If it is
pointing out from the surfaces, click the arrow to reverse it.

The yellow arrow needs to point inwards on the cylinder surface. If it is pointing
outwards, click the arrow to reverse it.
5. Click Build.

The fillet surface is created, and the upper and cylinder surfaces are trimmed to
create the power button.

6. Choose Pick > Nothing

to deselect all the surfaces.

Create the power button hole


Next use the Surface Fillet tool to trim and round the edge of the power button recess.

1. On the Layer Bar, click and hold on the power_button layer to see the drop-down menu.
Choose Visible to make the power_button surfaces invisible.
2. Make the body layer visible by clicking the box beside it.

3. Make the body active by clicking the layer tab to make it yellow. All new surfaces are
assigned to the active layer.

4. Choose Surfaces > Surface Fillet


. The settings you used before are used for this fillet
surface so do not open the option box.

You are prompted to select input surfaces.


5. Click the upper surface to select it.

The surface is selected and highlighted in pink.

6. Click the cylinder surface to select it.

The surface is selected and highlighted in yellow, and a Build button appears in the
bottom right corner of the view.
Arrows appear on both surfaces, indicating on which side of the surfaces the fillet
will be built.
The pink arrow needs to point in towards the inside of the vacuum surfaces. If it is
pointing out from the surfaces, click the arrow to reverse it.
For the recess, create the fillet on the other side of the cylinder, so ensure that the
yellow arrow points outwards on the cylinder surface. If it is pointing inwards, click
the arrow to reverse it.
7. Click Build.

The fillet surface is created, and the upper and cylinder surfaces are trimmed to
create a recess for the power button.

Note:

Because the direction of the yellow arrow is different for this second fillet, the result
is different from the filleting of the power button.
8. Choose Pick > Nothing

to deselect the fillet surface.

9. Make the power_button layer visible by clicking the box beside it.

You have now completed the main vacuum cleaner body surfaces.

Save your work


1. Choose File > Save As
to save the current scene.
2. Save your work in the wire folder of the Lessons project.
3. Name your file myvacuum6.wire.

Part 7: Create dust bag and cable


connector
In this section, create the dust bag and cable connector surfaces at the rear of the vacuum cleaner.

Open the tutorial file (optional)


If you successfully completed part 6, you can proceed directly to the next step, Extract the
body shape.
If you were not successful in part 6, open the file called vacuum_Part6.wire, located in the
wire folder of the CourseWare project. This file contains the completed model from part 6.

Extract the body shape


At the back end of the vacuum cleaner there are two more components, a dust bag and a
cable connector, shown in the following image.

Create these components as scaled copies of the rear surfaces of the main vacuum cleaner
body. By using the same shape, you create a rhythm of similar shapes, which gives the
design its character.
Start by creating copies of the body surfaces and placing them onto a new layer.
1. Choose Layouts > Left

to maximize the Left window.

to create a layer.
2. Choose Layers > New
3. In the Layer Bar, rename the new layer dustbag.

Now make a copy of the surfaces and assign them to the dustbag layer.
4. Choose Pick > Object
and drag a pick box around the end surfaces of the vacuum
body. Make sure that you do not select the handle or handle fillet surfaces.

5. Choose Edit > Copy


followed by Edit > Paste
placed on top of the originals, and highlighted.

. A copy of the surfaces is made,

6. In the Layer Bar, click and hold on the dustbag layer to see the drop-down menu. Choose
Assign to assign the copied surfaces to the dustbag layer.
7. Choose Pick > Nothing
to deselect the surfaces.
8. On the Layer Bar, click and hold on the body layer and choose Set state > Inactive to make
the body surfaces inactive.

The layer tab is displayed in blue to indicate that it is inactive.

9. Do the same for the power_button layer to make the power button surfaces inactive.

Now, only the copied surfaces on the dustbag layer are displayed and pickable.

Trim the dust bag surfaces


Only the ends of the body surfaces are required for the dust bag and cable connector.
Next trim the surfaces so only the rear part of the shape is left, to make the surfaces easier
to work with and easier to visualize.
Trim the surfaces by using a curve to define the cutting line.
1. Choose Curves > New Curves > New Edit Point Curve

You are prompted to enter the new edit point position. Hold down the
(Windows) or (Mac) key and click near the grid intersection shown in the
following image to position the first edit point of the curve.

Place the second edit point by clicking and holding the


. Keep the mouse button
held down and move the edit point until the curve is roughly at the same angle as
the back of the vacuum.

Make sure that your curve is long enough to extend beyond the body surfaces.
2. Choose Pick > Nothing

to deselect the curve.

The Trim tool can be used to create a curve-on-surface directly from a projected
curve before trimming the surface. Now use the curve you have drawn to cut away
the front end of the surfaces.
3. Choose Surface Edit > Trim > Trim Surface
and double-click the icon to open the option
box. Click the 3D Trimming checkbox to turn on the projection option in the trim tool.

4. You are prompted to select the surfaces to trim. Click and drag a pick box around all the
surfaces.

The surfaces are selected and highlighted in pink.

You are then prompted to select one of the following:


Shift select to add or remove surfaces or select trimming curves or
click or box select trim regions.

This time, use the Trim tool to project the curve onto the surfaces, and so respond to
the second prompt.
5. Click the curve you just created to select it as a curve to project.

6. To see the effect of the projection, press the F8 hotkey to switch to the perspective view.

You can see that a curve-on-surface has been created across the surfaces and is
shown in bright blue.
Still in the trim tool, you are now prompted with the three options. This time you
want to select a region of each surface to keep.
7. Zoom and tumble the view to get a close-up view of the rear of the vacuum.
8. Click in the rear part of the upper surface to select it as the part to keep.

An indicator appears on the surface to show that it is selected for trimming.


9. Click the rear part of the fillet. Avoid clicking any of the lines on the fillet surface, so that
they are not mistaken for projection lines.
Tip:

Zoom in to make it easier to select a part of the fillet surface with no lines.

An indicator appears on the surface to show that it is selected for trimming.


10. Click the rear part of the lower surface.

An indicator appears on the surface to show that it is selected for trimming.


11. Click Keep in the bottom right corner of the view to keep the ends of the surfaces.

The surfaces are trimmed.


12. Choose Pick > Object

and select the curve.

13. Choose Delete > Delete Active


the curve.

, or press the

key on the keyboard to delete

You have trimmed out a part of the vacuum design that can now be used to create
the dust bag and cable connector.
Note:

The original body surfaces are unchanged, and are shown on the invisible (pale
blue) layer.

Scale the dust bag and connector


Next group the surfaces so that they can be scaled and positioned to complete the design of
the dustbag.
1. Choose Layouts > Left

to switch to the Left view.

2. Choose Pick > Object

and drag a pick box around all the surfaces.

3. Choose Edit > Group


at the origin.

. The surfaces are now grouped with a single pivot point, placed

Next move the pivot point to the end of the surfaces using curve snapping. Use the
pivot point to control the scaling of the surfaces.
4. With the group still selected, choose Transform > Local > Set Pivot

. Hold down the

and
(Windows) or
and
(Mac) keys to turn on curve snapping. Point
the cursor exactly on the top edge of the upper surface. (Zoom in to view the area in more
detail.)

Drag with the


to the pale blue cross at the right end of the surface to position the
pivot point at the end of the surface edge.

5. Choose Transform > Scale

and type a value of 0.85 and press

(Windows) or

(Mac) to shrink the surfaces. A dialog box appears asking whether you want to
delete the construction history for the surfaces. Click Yes.

The surfaces are scaled smaller to form the dustbag.


6. Choose Transform > Move

. You are prompted to enter the move amounts.

The prompt line displays (ABS) to indicate absolute mode. In absolute mode,
coordinates that are typed are measured from the origin.
Since you are moving the dustbag only slightly from its current position, switch to
relative dimensioning, so the coordinate values move the surfaces relative to their
current position.
7. Type r and press

(Windows) or

8. Type 125,0,-50 and press


in x and -50 mm in z.

(Mac).

(Windows) or

(Mac) to move the dust bag 125 mm

Note:

You can type the x,y,z values with either a space or a comma separating the
numbers.
The dustbag is now in position.

Create the cable connector


The cable connector component is created in the same way.

1. With the dustbag still selected, choose Edit > Copy

followed by Edit > Paste

A copy of the dustbag is created and is selected, ready to transform.


2. Choose Transform > Scale
. Type 0.6 and press
reduce the size of the group of surfaces.

(Windows) or

(Mac) to

. Type 125, 0, -50 and press


(Windows) or
3. Choose Transform > Move
(Mac) to move the cable connector 125 mm in x and -50 mm in z.

Note:

If you want to adjust the design, move the surfaces freely using the mouse buttons.
4. Choose Pick > Nothing

to deselect the surfaces.

5. On the Layer Bar, click and hold on the body layer to see the drop-down menu. Choose Set
state > Pickable to view the main body. Do the same for the power_button layer.

6. Use Diagnostic Shade to view the completed dustbag design.

For a concept design, it is typical to make changes regularly to the model. During
this phase, it is acceptable to leave the dust bag and connector surfaces overlapping
with the main body shape. Leaving the surfaces overlapping allows you to quickly
experiment with scaling and moving the components to explore the design.
When the design is resolved, you would trim away the parts of the surfaces that are
intersecting the body, to create a continuous outer surface. This trimming is covered
in Part 8, an optional extra stage in this tutorial.

Save your work


1. Choose File > Save As
to save the current scene.
2. Save your work in the wire folder of the Lessons project.
3. Name your file myvacuum7.wire.

Part 8: Complete the model


In this section, complete the model by mirroring the surfaces. You also have the option of creating
the power cable to finish off the presentation of the design.

Open the tutorial file (optional)


If you successfully completed part 7, you can proceed directly to the next step, Mirror the
surfaces.
If you were not successful in part 7, open the file called vacuum_Part7.wire, located in the
wire folder of the CourseWare project. This file contains the completed model from part 7.

Mirror the surfaces


Finally, mirror all the surfaces to create the final design.
1. Choose Layouts > Perspective

or the F8 hotkey to switch to the perspective view.

2. Choose Pick > Object

and drag a pick box around all of the surfaces to select them.

3. Choose Edit > Duplicate > Mirror

to open the mirror tool option box.

4. Choose XZ as the Mirror Across plane, and click Go.

The vacuum cleaner surfaces are mirrored, and the whole design can now be
viewed.
5. Choose Pick > Nothing

to deselect the mirrored surfaces.

6. Use Diagnostic shade to view the completed model.

Optional: Create the power cable


If you have time, you can create the power cable using an extruded surface, as you did in
the joystick tutorial. The curves are supplied as templates on the curves layer of the tutorial
file.

Save your work


1. Choose File > Save As
to save the current scene.
2. Save your work in the wire folder of the Lessons project.
3. Name your file myvacuum8.wire.

Conclusion
Congratulations! You have completed the vacuum cleaner model and have used
intersecting and trimming to create a detailed, complex model.

Important concepts to take forward to future modeling projects are:

The technique of overbuilding surfaces, and then intersecting and trimming them
can be used to create detailed designs.
For more complex models, use layers to organize the geometry and control how the
objects display on the screen.
For a concept model, it is common to leave the surfaces overlapping as the design
goes through revisions and changes. The overlapping surfaces are not seen when the
model is shaded and viewed.
For a detailed, finished model, make sure all the surfaces are intersected and
trimmed, to create a single, enclosed outline. The model can be used to create rapid
prototyping models and can be exported to engineering CAD systems.

On Your Own
You can use the modeling technique of overbuilding and trimming to create more detailed
and intricate models. Use the following examples as inspiration for practicing the skills you
have learned.

The 1970s-style TV shown in the following images is based on a simple sphere. The
screen and the controls are cut into the sphere using intersecting and trimming. The base is
a revolved surface. All the sharp edges have been finished with the Round or Fillet tool.

The car key model is typical of many electronic devices with function buttons. You can use
the same technique that you used with the vacuum cleaner power button to create the key
fob function key.

The wheel shown in the following image is created from one revolved surface and six skin
surfaces. Intersecting and trimming is used to cut the holes out of the revolved surface.

The barbecue fork is modeled in much the same way as the shapes would be made in a
workshop. Imagine the fork prongs as a sheet of steel, bent to give the gentle curve along
their length. The prong shape is then cut out. The handle is made from two large monorail
surfaces, intersected, trimmed and then filleted.

Model an MP3 Player


The joystick and vacuum cleaner tutorials focused on building complex forms using
freeform shapes. In this lesson, you build an accurate model of an MP3 player. You focus
on geometric shapes and working to accurate dimensions. You use keypoint curves to
create geometrically accurate lines and arcs.

Objectives
Learn how to:

Use Keypoint curves to create accurate geometric shapes.


Create surfaces with a draft angle.
Set up Construction Options for accurate modeling.
Create edges with a radius using the Fillet and Round tools.
Create symmetrical and duplicated geometry.

Part 1: Create the casing curves


In this tutorial, use Keypoint curves to create the outline of the MP3 player casing.

pproach
Choose millimeters as the units for measurement and building, and use X, Y, Z coordinates
to position the curves accurately.
To save time, build only one quarter of the geometry, and use symmetry to create the full
model.
The dimensions of the casing are shown in the following image:

X,Y,Z Coordinates
To specify dimensions and locations in Alias, you refer to the X, Y, Z grid directions.

An X, Y, Z location is called a coordinate.


To enter a coordinate, type the X, Y, and Z values into the prompt line. They must always
be in the X, Y, Z order, and you can separate the three numbers by either a space or a
comma. For example:

Absolute and Relative Coordinates


Coordinates can be specified in two ways: absolute or relative.
Absolute coordinates are always measured from the origin.
Relative coordinates are measured from the last coordinate used.
In the prompt line, (ABS) or (REL) displays, depending which mode you are in. To switch
modes, type the letter r or the letter a either on its own or before typing the coordinate.

The Information Window


As well as entering coordinates in the prompt line, you can use the Windows > Information
> Information Window to check or modify the dimensions of lines, curves, and objects.

Use the Information Window to specify the radius of arcs.

Create a New File


For this tutorial, create a file and work from the dimensioned drawing to create your model.
1. Choose File > New

to open the file browser.

A dialog box appears, asking if you want to delete all objects, shaders, views and
actions.

Click Yes.
An empty file is created.

Set Up Modeling Units


When you are using dimensions to specify a model in Alias, first select which units to use.
For this tutorial, you are working in millimeters, so first ensure that the modeling units are
set to mm.
1. Choose Preferences > Construction Options
. In the Units section, open Linear and
check that the Main Units are set to mm. Close the window.

2. To help you visualize the scale of the new model, change the grid spacing.
In the Palette, choose Construction > Grid Preset
open the option window.

and double-click the icon to

3. Set the Grid Spacing to 10.0 mm in the Preset Grid Options window.

4. Click Go to change the grid.


5. Maximize the Top window.
6. Zoom into approximately ten grid squares vertically; this zoom level gives you a good view
for the size of the MP3 player.

Create the Casing Curves


First create the side and top curves of the MP3 player casing.
1. Choose Curves > Keypoint Curve Toolbox, then Keypoint Curve Tools > Lines > Line
and use the
(Windows) or
(Mac) key to
the start of the line to the origin.
2. Grid Snap the end of the line to the grid point 4 grid squares up to create a vertical line 40
mm long.

3. With the curve still selected, choose Transform > Move


, type -25,0,0 at the prompt
window to move the curve 25 mm to the left in the x-direction, and press Enter.

Tip:

If the last coordinate numbers are zero, then you can omit them. For example, you
can enter 25,0,0 as 25 only. However, you enter a coordinate of 0,0,25 in full.
4. Next create the arc for the top of the MP3 player.
The arc defines one half of the design, which you mirror later. It is therefore
important that the arc is tangent to the center line, so that it creates a smooth result
when it is mirrored.
So first, create a horizontal construction line to help create a tangent arc.
In the Keypoint Curve Toolbox, choose Keypoint Curve Tools > Lines > Line
and use the
(Windows) or (Mac) key to
to the grid point at 0,40,0.

5. Using the

, click to the right of the grid to create a horizontal line.

Note:

The length of the line is not important; it must be snapped to the center grid line,
and be horizontal.
6. Now create the arc at the top of the MP3 player.

In the Keypoint Curve Toolbox, choose Keypoint Curve Tools > Arcs > Arc
Tangent to Curve

7. You are prompted to


Select curve at location to make arc tangent from.

Click on the horizontal line and, without releasing the mouse button, drag the start
point to the left end of the line, where it meets the grid.
Note:

The arc start point automatically snaps to the line, so you do not need to use the
curve snap (
and
(Windows) or
and
(Mac)).

8. You are prompted to


Use mouse or enter end point of tangent arc (x, y, z)(ABS).

If you are not in ABS mode, type a and press Enter.


Type -30,38,0 and press Enter to position the end point.

Tip:

The coordinate given for the end point gives you an arc like the design shown at the
start of this tutorial.
Tip:

If you want to modify the arc, and design your own shape, in the Keypoint Curve
and click and drag
Toolbox, choose Keypoint Curve Tools > Drag Keypoints
the end of the arc until you achieve the desired curve. The curve remains tangent to
the center line.
9. You no longer need the horizontal line, so choose Pick > Object
the

key to delete it.

, select it, and press

10. Now use the Curve Fillet tool to create a smooth corner.
Choose Curve Edit > Create > Fillet Curves

You are prompted to choose a curve.


Select primary filleting CURVE.

11. Pick the vertical line.

Then you are prompted to choose a second curve.


Select secondary filleting CURVE.

12. Pick the arc.

An Accept button appears and you are prompted to adjust the fillet radius.
Radius = 100.0000. Adjust the radius using mouse or keyboard:

13. Type a value of 7.5 and press Enter.

14. Click Accept to create the fillet curve.


Tip:

Guidelines are created when you use keypoint curves. They appear as dotted lines
which highlight when the cursor is near. They can be useful when laying out a
design, but you do not need them for this tutorial.

To delete the guidelines, choose Delete > Delete Guidelines

from the menu.

Save your work


1. Choose File > Save As
to save the current scene.
2. Save your work in the wire folder of the Lessons project.
3. Name your file myMP3Player.wire.

Part 2: Create the side surfaces


The design of the MP3 player features chamfered sides. Use the Draft and Flange tools to
create the side surfaces and a split-line feature.
The dimensions for the casing are shown in the following image.

Open the tutorial file (optional)


If you successfully completed part 1, proceed to the next step, Create the side surfaces.
If you were not successful in part 1, open the file called MP3Player_Part1.wire, located in
the wire folder of the CourseWare project. This file contains the completed model from part
1.

Create the side surfaces


First move your curves away from the centerline in the z-direction to leave some space for
a split-line feature you will create later in the tutorial.
1. Maximize the Perspective Window.

2. Choose Pick > Object

and drag a pick box over all the curves to select them

3. Choose Transform > Move


0.25 mm in the z-direction.

, type r0,0,0.25 and press Enter to move the curves up by

4. You are asked about losing construction history, which relates to the fillet curve.
Answer Yes.

5. Now create the side wall using a Draft surface.


With the curves still selected, choose Surfaces > Multi-Surface Draft
. Doubleclick the icon to open the option window. Start with the default Draft settings, and
then modify them after the surface is created.

The Draft manipulators display.

6. Click Build to create the surface.

The default Draft surface is built. The default draft direction is in the positive z-axis,
which is correct for your design.
Tip:

To change the draft pull direction for future designs, click the dotted lines and arcs
representing the axes.
7. Now modify the Draft Angle and the surface Length to match the required
dimensions.
In the Multi-surface Draft Control window, change the settings to a Draft Angle of 3 degrees, and a Length of 2, and click Update.

The Draft surface is rebuilt to the new settings.

8. Choose Pick > Nothing

to complete the surface creation.

9. Now build the chamfered surfaces.


Double-click the Multi-Surface Draft icon to open the option window again. Change
the settings to a Draft Angle of -45 degrees, and a Length of 5.

Note:

Build the chamfered surface to an approximate length. The front face of the MP3
player is used later to trim the side walls to the correct height.

10. Pick the three top edges of the draft surfaces as the input curves for the new draft
surfaces.

11. Click Build to create the chamfered surfaces.

12. Choose Pick > Nothing

to complete the Draft surfaces.

Create the split-line


Next use the Flange surface to create the small split-line feature at the centerline.
The Flange surface can only be built from a surface edge, not a curve, because it measures
its angle from the surface edge, not from a draft direction. So first template your curves to
make it easier to select the surface edges.
1. Choose Pick > Component

and modify the options so that only curves are selected.

Tip:

You can either double-click the Pick > Component icon to set pick options in the
option window, or you can use the small icons below the menu bar, as shown in the
following image.

2. Drag a pick box across the model. Only the curves are selected.

3. Choose ObjectDisplay > Template

to turn the selected curves into a template.

4. Now create some small Flange surfaces to represent the split-line detail.
Choose Surfaces > Multi-Surface Draft
option window.

. Double-click the icon to open the

5. Change the constructionType from Draft to Normal.

Change the Angle to 3, and change the Length to 0.5.


Note:

The angle of three degrees compensates for the draft angle of three degrees on the
sidewalls. So the flange surfaces are built parallel to the ground plane.

6. Click the lower edges of the side walls.

Click Build. The small flange surfaces are created.

7. Choose Pick > Nothing

to complete the Flange surface.

8. To finish off the sidewalls, create another set of flange surfaces to meet the
centerline.
Choose Surfaces > Multi-Surface Draft
the option window.

again, and double-click the icon to open

9. Change the Angle to 0 and the Length to 0.25.

10. Choose the three edges of the flange surface you created and click Build.

11. Choose Pick > Nothing

to complete the Flange surface.

The side profile of the surfaces shows how the draft angles and split-line detail have
been accurately created.

12.

Save your work


1. Choose File > Save As
to save the current scene.
2. Save your work in the wire folder of the Lessons project.
3. Name your file myMP3Player2.wire.

Part 3: Complete the casing


To complete the design, use a Plane surface to create the front of the casing, and a Surface
Fillet to trim and fillet it to the chamfered surfaces.
Use Layer Symmetry and Mirror to create all the surfaces for the front casing.
Finally, duplicate the front casing to create the rear casing, and organize all the geometry
onto layers.

Open the tutorial file (optional)


If you successfully completed part 2, proceed to the next step, Create the front surface.
If you were not successful in part 2, open the file called MP3Player_Part2.wire, located in
the wire folder of the CourseWare project. This file contains the completed model from part
2.

Create the front surface


First create the front face of the casing, and position it at the correct height for the MP3
Player dimensions.
1. Maximize the Top window.

2. Choose Surfaces > Primitives > Plane


position. Use the

(Windows) or

. You are prompted to enter the new plane


(Mac) key and grid snap the plane to the origin.

3. Choose Transform > Scale, type .35 and press Enter to reduce the size of the Plane.

4. Now set the pivot point for the Plane to the lower right-hand corner.
Choose Transform > Local > Set Pivot
. Use the curve snap (
+
(Windows) or
+
(Mac)) to snap the pivot accurately to the bottom right
corner of the plane.

5. Now choose Transform > Move


. Use grid snap (
position the plane exactly at the origin.

(Windows) or

(Mac) key) to

6. Use Transform > Non-p Scale


to size the plane to fit the design approximately. Make
sure that the plane overlaps the chamfered edges.

7. Next move the plane up in the z-axis.


Maximize the Left window

8. Choose Transform > Move

and type 0,0,5.5 to move the plane up 5.5 mm in the z-axis.

Fillet the plane surface


Now use the Surface Fillet tool to trim the front face and create an edge with a radius in one
operation.
1. Maximize the Perspective window.

2. Choose Surfaces > Surface Fillet


or Surfaces > Multi-Surface Fillet > Surface Fillet, if
you are using Alias Automotive, and double-click the icon to open the option window.
3. Change the Center Radius to 2.

4. You are prompted to select input surfaces. Select the plane.

5. Next select the second set of surfaces. Click the three chamfered surfaces.

Arrows appear on both surfaces indicating on which side the fillet will be built. In
this case, you want the pink arrow to point down, and the yellow arrow to point
inwards.
6. If necessary, click an arrow to reverse its direction.
7. Click Build.

The edge with the specified radius is created and all the surfaces are trimmed.

8. Choose Pick > Nothing

to complete the fillet.

Use round for the remaining edges


Next create a radius on the remaining edges using the Round tool.
You could use either the Round tool or the Surface Fillet tool to create the softened edge.
As the surfaces already meet at a sharp edge, the Round tool is quicker to use.

1. Choose Surfaces > Round


. You are prompted to select a pair of edges. Click one of the
edges between the chamfer and the side surfaces.

A radius indicator appears and is highlighted in white.


2. Type 2 at the prompt line and press Enter to adjust the radius value to 2 mm.

3. Click the other edges to complete the round.

4. Click Build to create the round surfaces and trim back the draft surfaces.

5. Choose Pick > Nothing

to complete the round.

Complete the front casing


The MP3 Player casing is made from two similar components, the front and the back
casing. Complete the front and rear casings using the Mirror tool and Layer symmetry.
First create the lower quarter of the front casing.
1. Choose Pick > Object

and drag a selection box over all the surfaces to select them.

2. Choose Edit > Duplicate > Mirror

to open the mirror option window.

3. Choose the XZ plane and click Go.

4. Choose Pick > Nothing

to deselect the surfaces.

Layer symmetry
You used mirror to create the lower surfaces, so that the top surfaces can be modified by
adding a screen, and the lower surfaces can be modified by adding buttons.
For the left and right sides of the design however, you want the geometry to be the same on
both sides. So for the left and right sides, use Layer Symmetry to view a mirror image of
the geometry, which updates as you continue to build surfaces.
1. Choose Layers > New
to create a layer for the front casing.
2. Double-click L1 in the layer tab and rename the layer Front Casing.

and drag a pick box over all the surfaces to select them.
3. Choose Pick > Object
4. Click the Front Casing layer and select Assign from the drop-down menu.

The new layer is selected and shown in yellow. (If the layer is not selected, click
Front Casing on the layer tab).
5. The symmetry on layers is typically used in one of the three axis directions. Set the
Symmetry Plane so that your geometry is mirrored left to right.
Choose Layers > Symmetry > Set Plane

The current symmetry plane is highlighted in yellow. Change the plane so that the
geometry is mirrored left and right.

6. Click the small brown square that represents the YZ plane.

The large yellow plane changes to the right axis for your model.

7. Click Set as Default to set this axis for all future layers.
8. Click Set Plane to set the plane for this layer.
9. On the Front Casing layer, choose the symmetry option from the drop-down menu.

The geometry on the layer is mirrored and shown as dotted lines to indicate that it is
only a visualization of the mirrored geometry, not real geometry.

Create the rear casing


Now is a good time to copy the surfaces for the rear casing, before you start to detail the
front.
1. First create a layer for the rear.
Choose Layers > New

2. Choose Pick > Object

and rename the layer Rear Casing.

and drag a pick box over all the geometry to select it.

3. Choose Edit > Duplicate > Mirror

Choose the XY plane and click Go.

The surfaces are mirrored.

to open the option window.

4. With the surfaces still selected, Assign them to the Rear Casing layer.
5. Turn on Symmetry on the Rear Casing layer.
6. Turn off Visible on the Rear Casing layer to make it invisible.

Save your work


Save your work in the wire folder of the Lessons project. Name your file
myMP3Player3.wire.

Part 4: Create the screen recess


The screen is cut out of the front face of the MP3 player.
Offset the outline of the casing to create the screen curves. Then Project them onto the front
face to create Curves-on-Surface. These curves-on-surface can then be used to Trim out the
aperture for the display screen.

Open the tutorial file (optional)


If you successfully completed part 3, proceed to the next step, Create the screen surface.
If you were not successful in part 3, open the file called MP3Player_Part3.wire, located in
the wire folder of the CourseWare project. This file contains the completed model from part
3.

Create the screen surface


Start by offsetting the top surface.
1. Maximize the Top window.
2. Turn off Symmetry on the Front Casing layer, and zoom into the top half of the casing.

3. Choose Pick > Object

and select the upper plane.

4. Maximize the Left window.

5. Choose Object Edit > Offset, type -2 and press Enter.

Note: Alternatively, you could have dragged the pink arrow down to the desired location.

6. Click Offset to create the offset surface.

7. Choose Pick > Nothing to deselect the plane.

Create Offset Curves


To keep the structured style of the design, make the shape of the screen echo the curve at
the top of the MP3 player.
Start by duplicating the edge of the top surface to create a reference curve.
1. Maximize the Top window.

2. Choose Curve Edit > Create > Duplicate Curve


surface at the top of the casing.

and select the lower edge of the fillet

3. When you click the edge, the pick chooser displays.

Select the fillet_piece edge to create a curve that is a duplicate of the surface edge.

4. With the Curve Edit > Create > Duplicate Curve


surface at the left side.

5. Again, choose the fillet edge.

tool already active, select the fillet

6. With the curves still highlighted, choose Object Edit > Offset
Enter to preview the top and side curves for the screen.

and type-3 and press

7. Click Offset to create the offset curve.

8. Choose Pick > Nothing to deselect the curves.

9. Now duplicate and mirror the top curve to create the lower curve.
This time, use a different technique for mirroring. The Edit > Duplicate > Mirror
tool always mirrors across a grid axis. Use the Edit > Duplicate > Object tool to
mirror across the pivot point of an object.
So first, set the pivot for the curve.

Choose Pick > Object

and select the upper curve.

Both the upper and the left curves are selected because the offset grouped them.
10. Choose Edit > Ungroup
selected.

and click the left curve to deselect it. Now only the top curve is

11. Choose Transform > Local > Set Pivot


and use the
to snap the pivot point to the end of the curve.

12. Choose Edit > Duplicate > Object

(Windows) or

to open the option window.

Change the Scaling in the y-direction to -1.

(Mac) key

Tip:

The Duplicate Object tool is used to duplicate and transform objects in one
operation. It is useful for creating patterns of many duplicates. You use it later in the
tutorial to create the pattern of control buttons.
Click Go to create a copy of the curve, scaled in the Y-direction.

13. Choose Transform > Move


downward.

and type 0, -28 and press Enter to move the curve

Tip: Make sure the move type is REL (relative), and not ABS (absolute).
to open the option window. Set the fillet
14. Choose Curve Edit > Create > Fillet Curves
radius to 2.0 mm and click Go. Follow the prompts to create fillets between the curves.

Duplicate the screen curves


1. Choose Pick > Component
and choose the Curves option so that it is the only
component type selected and click Go.
2. Drag a pick box over the screen outline curves you created to select them.

3. Choose Edit > Group to group the curves together.


4. Choose Edit > Duplicate > Object

to open the option window.

Change the Scaling in the y-direction to 1.


Click Go to create a copy of the curves.
5. Choose Transform > Local > Set Pivot

and use the

and

(Windows) or

and
(Mac) keys to snap the pivot point to the grid. Release the keys and with the
pivot point still selected, drag the point along the axis using the left-mouse button to the
position shown.

6. Choose Transform > Non-p Scale and drag using the left mouse button to resize the curves
group as shown.

Project the screen curves


NextProject the curves onto the front surface and offset surface to cut out the screen shape.
The active window determines the direction of projection: the curves are projected
perpendicular to the active window.
Working in the Top window sets the direction of projection correctly.

1. Choose Surface Edit > Create CurvesOnSurface > Project

2. You are prompted to select a surface. Click the edge of the plane and pick the offset
surface.

Click Go.
3. You are then prompted to select the curves to project. Click each of the inner outline
curves you created to select them, as shown.

4. Click Project to project the curves.

5. Now project the outer set of curves onto the top plane. Click the plane surface to select it
and click Go.

6. Select the outer outline curves and click Project.

7. Maximize the Perspective window and tumble the view.

Now template the curves, so that you can see the curves-on-surface more easily.
8. Choose Pick > Component
and choose the Curves option so that it is the only
component type selected and click Go.

9. Drag a pick box over all the curves to select them.

10. Choose ObjectDisplay > Template

to template the curves.

Now you can see the curves-on-surface created by projecting.

Next trim the front face of the casing to create the opening for the screen.
11. Choose Surface Edit > Trim > Trim Surface
trim.

. You are prompted to select a surface to

Pick the plane surface.

12. You are then prompted to select a region.

Click the plane surface, outside the screen area.

13. Click Keep to trim the surface.

Create the screen surfaces


Now create a chamfered edge for the screen, and a screen surface.
1. Next trim the offset surface to create the screen. With the Surface Edit > Trim > Trim
Surface

tool still selected, select the offset surface.

2. You are then prompted to select a region.

Click the screen surface.

3. Click Keep to trim the surface.

4. Choose Surfaces > Skin Surfaces > Skin


. Double-click the icon to open the option
window.
5. Turn on Chain Select and turn off Continuity Check.
6. Select the edges of the screen.

7. Select the edges of the casing to build the surface.

8. Assign all the surfaces to the Front Casing layer.

You now have lots of curves, so it is a good idea to organize them onto a separate
layer.
9. Choose Layers > New
to create a layer.
10. Change the layer name to Curves.

11. Use Pick > Template


Curves layer.

to select the templated curves, and Assign them to the new

to pick any remaining curves and Assign them to the Curves


12. Use Pick > Component
layer.
13. Make the Curves layer invisible.
14. Turn on Symmetry for Front Casing layer, and use diagnostic shading to evaluate the
design.

(If you want, use the Show menu in the window title bar to turn off the Model and
Grid for a better view.)

Save your work


Save your work in the wire folder of the Lessons project. Name your file
myMP3Player4.wire.

Part 5: Create the center navigation key


For most symmetrical designs, it is helpful to build the geometry centrally, around the
origin. This approach lets you use the mirroring tools to duplicate geometry.
Build the Navigation Key (and the control buttons in the next section) at the origin, and
later move them into the correct location on the front casing.
The following image shows a cross-section of the Navigation Key. Build only the part of
the key is seen above the casing.

The following image shows the dimensions for the Navigation Key profile. Revolve this
profile to create the button surfaces.

Open the tutorial file (optional)


If you successfully completed part 4, proceed to the next step, Create navigation key
curves.
If you were not successful in part 4, open the file called MP3Player_Part4.wire, located in
the wire folder of the CourseWare project. This file contains the completed model from part
4.

Create navigation key curves


Create the cross-section profile of the Navigation key using Keypoint curves, and then
Revolve them to create the surfaces.
1. Turn off the visibility of the Front Casing layer.
2. Choose Layers > New
name to NaviKey.

to create a layer for the central navigation key. Change the layer

Maximize the Left window.


First create a construction line to specify the tangency for the center of the button.
Tip:

It can be useful to turn off the guidelines when you are using Keypoint curves. To
turn off the guidelines, choose Preferences > General Preferences
to open the
option window. In the Modeling section, enter zero for the Maximum Number of
Guidelines. Entering zero prevents any guidelines from being created.

3. Choose Curves > Keypoint Curve Toolbox, then Keypoint Curve Tools > Lines > Line
and use

(the

(Windows) or

(Mac) key) to place the start point at the origin.

Use the
to place the second point of the line horizontally to the left of the origin.
The length of the line is not important, as you use it only to help create a tangent
arc.

Now draw the line for the outer chamfered edge.


4. Choose Curves > Keypoint Curve Toolbox

, then Keypoint Curve Tools > Lines > Line

again. When prompted to enter the start point of the line, use
or

(Windows)

(Mac) key) to place the start of the line at the grid point at 10 mm in the X direction.

When prompted to place the end point of the line, type in R-2,0,1.
Tip:

The letter R is used to switch from ABSolute to RELative dimensioning.

Now create an arc for the center of the button.


5. Choose Curves > Keypoint Curve Toolbox, then Keypoint Curve Tools > Arcs > Arc Tangent
to Curve

. You are prompted to

Select curve at location to make arc tangent from.

Click the first line, and without releasing the mouse button drag the start of the arc
to the end of the line at the origin.

You are prompted to enter the end point of the arc. Use the
(
(Windows) or
(Mac) key) to place the end point of the arc on the top keypoint of the angled
line.

6. The horizontal line you created is not needed any more, so use Pick > Object
it and press the

to select

key to remove it.

7. Choose Curve Edit > Create > Fillet Curves


option window.

and double-click the icon to open the

8. Change the Radius to 1.87 and click Go.


Follow the prompts to create a 1.87-mm radius fillet between the curves and click
Accept.

Revolve the Surfaces


Now revolve the profile curves to create the button surfaces.
1. Maximize the Perspective window and select Pick > Nothing

to deselect all curves.

2. Choose Surfaces > Revolve

and double-click the icon to open the option window.

Set Segments to 8.
Under Axis Options, set Axes to Global, and select Z as the axis of rotation. Using
global axes allows you to revolve many curves at once, around the origin, not
around the pivot point of curve.
Turn off Continuity Check.
3. Drag a selection box around the curves. The surfaces are revolved.

4. Choose Edit > Group

to group the surfaces to create the navigation button.

Assign the grouped surfaces to the NaviKey layer, and make it inactive.

Assign the curves to the Curves layer.

Save your work


Save your work in the wire folder of the Lessons project. Name your file
myMP3Player5.wire.

Part 6: Add the control button


There are four Control Buttons. Start by creating only one, and then later duplicate it to
create the other three.
Each button is symmetrical, so to save time, build one half of one button, and use mirroring
to create the other half.
The following image shows the dimensions for the buttons.

Create the button surfaces using the Revolve, and Round tools.

Open the tutorial file (optional)


If you successfully completed part 5, proceed to the next step, Create control button
revolved surface.
If you were not successful in part 5, open the file called MP3Player_Part5.wire, located in
the wire folder of the CourseWare project. This file contains the completed model from part
5.

Create control button revolved surface


First create the outline circles for the button design.
1. Maximize the Top window
2. Choose Layers > New
Buttons.

to create a layer. Change the name of the layer to Control

3. Choose Curves > Keypoint Curve Toolbox

, then Keypoint Curve Tools > Circular Arc

. You are prompted to enter the center of the circle.

Type in 0 to place the center of the circle at the origin.

You are prompted to enter a point on the radius of the circle.


Type 17.5 to create a circle with a radius of 17.5 mm.

4. Choose Curves > Keypoint Curve Toolbox, then Keypoint Curve Tools > Circular Arc
again, and create a circle with the center at the origin and a radius of 11 mm.

Now use these circles to create an arc for the top surface of the buttons.

Maximize the Left window and zoom into the right-hand side of the circles. Use the
Keypoints on the two circles to locate the arc.

5. Choose Curves > Keypoint Curve Toolbox


(three point)

, then Keypoint Curve Tools > Arcs > Arc

. You are prompted to place the start point of the arc. Use point snap (

(Windows) or

(Mac) key) and select the keypoint on the inner circle.

When prompted for the next point on the arc, select an approximate location for the
peak of the curve. The location does not need to be accurate, as later you set the
radius of the arc accurately using the Information window.

When prompted to place the end point of the arc, use the point snap (
(Windows) or
(Mac) key) again and choose the keypoint on the large circle.

The arc is created at an approximate radius, but with an accurate start and end point.
6. With the arc still selected, choose Windows > Information > Information Window

Open the Attributes section, and change the Arc Length/Radius to 10.
The radius is changed, but the end points remain in the same locations.

Now move the arc up to raise the button surface above the casing.
7. With the arc still selected, choose Transform > Move
arc up 0.75mm in the z-direction.

and type r0,0,0.75 to move the

8. Maximize the Top window. Leave the curve selected. Use it to create a revolved surface.

9. Choose Surfaces > Revolve

and double-click the icon to open the option window.

Change the Sweep Angle to 45, the Segments to 4, and ensure that Axes is set to
Global and the axis set to Z.
Turn off Continuity Check if it is on. Click Next.

The revolved surface is created.


Now temporarily hide the revolved surface and the arc, to make it easier to work on
the outline curves.

10. Choose Pick > Object

and select the surface and the arc.

11. Choose ObjectDisplay > Invisible

to hide the surface and the curves temporarily.

Create the control button draft surfaces


Now trim the two circles to create the button outline.

1. Choose Curves > Keypoint Curve Toolbox


Break Curve at Keypoint

, then Keypoint Curve Tools > Break & Join >

Click the top keypoint of the outer curve.

Still in the Break at Keypoint tool, click the top keypoint of the inner curve.

The curve is split, and the top right-hand segments now have keypoints at their
centers.
Now break the curves at these keypoints to create a 45 degree segment.
Click the middle keypoint of each curve to break it into 45 degree segments.

2. Choose Pick > Object

3. Press the

and select the parts of the circles you do not need.

key to delete the curves.

Trim Curves
Next trim the two arcs and the line to create the outline of a single button.

1. Choose Curves > Keypoint Curve Toolbox

, then Keypoint Curve Tools > Lines > Line

and snap to the grid points (


(Windows) or
(Mac) key) to create a horizontal
line. Create the line over-long so that you can use it for trimming.

2. Choose Transform > Move

and type 0,1 to move the line up by 1 mm in the y-axis.

3. Choose Curve Edit > Curve Section

You are prompted to select a curve to trim. Click both arcs, above the line and click
the Go button

You are prompted to select the trimming curves. Choose the line.

The arcs are trimmed.


4. Choose Curve Edit > Curve Section
again and this time choose the line. Make sure that
you select the curve between the arcs, to keep that part of the line, and click Go.

When prompted to select the trimming curves, first choose the outer arc.

Then choose the inner arc to complete the trimming.

Create the draft surfaces


1. Maximize the Perspective window.

2. Choose Pick > Object

and select two curves as shown.

3. Choose Surfaces > Multi-Surface Draft

and double-click to open the option window.

Modify the settings to Draft Angle -2 degrees, a Length of 2 mm, select Intersect
Flanges, and click Build.
Tip:

The pull direction may be set to z from the last Draft operation. Click the dotted
blue line to make sure that the blue arrow is pointing upwards in a positive z
direction.

Note:

Depending on your curves, you may need to change the Draft Angle to +2 to get the
side walls falling inwards with the draft.
4. Choose Delete > Delete Construction History

Intersect and trim the buttons


Now intersect and trim the button surfaces to create a trimmed model and then use the
Round tool to complete the button design.
1. Choose Surface Edit > Create CurvesOnSurface > Intersect
2. Select the middle draft surface and click Go.

3. Click the adjacent draft surfaces. Intersecting curves are created.

.
4. Choose Surface Edit > Trim > Trim Surface
5. Click the middle draft surface, then click it again to select it for trimming.

6. Click Keep. The surface is trimmed.


7. Repeat for the other two surfaces.
8. Choose ObjectDisplay > Visible
again.

9. Choose Pick > Object

to make the revolved surface of the button visible

and pick the draft surfaces.

10. Choose Surface Edit > Create CurvesOnSurface > Intersect

As the draft surfaces have already been selected, you are prompted to select the
intersecting surfaces.
Select each segment of the control button to select the intersection surfaces.

The surfaces are intersected and curves-on-surface created.


11. Choose Surface Edit > Trim > Trim Surface

Follow the prompts to trim the revolved surface.

Trim the top parts of the draft surfaces.

12. Choose Pick > Component

to select all the curves and Assign them to the Curves layer.

13. Select all the surfaces and choose Delete > Delete Construction History

Round Multiple Edges


1. Choose Surfaces > Round
and double-click the option box to open the option window.
2. Expand Default Corner Types and change the Unequal Radius Corner to Single Surface to
create a simple rounded corner.
3. Select one of the side edges, and enter 1 on the prompt line to set the round radius to 1
mm.

4. Select the other side edge and leave the radius value at 1.

5. Select one of the top edges and type in 0.35 in the prompt line to change the round radius
to 0.35mm.
6. Select the other top edges.

7. Click the Build button to create the round.

The advantage of using the round tool on multiple edges is that the blended corner surfaces
are built automatically.

Save your work


Save your work in the wire folder of the Lessons project. Name your file
myMP3Player6.wire.

Part 7: Complete the model


Now complete the MP3 Player design by duplicating the control buttons, and moving all the
buttons into the correct position on the front casing.

Open the tutorial file (optional)


If you successfully completed part 6, you can proceed directly to the next step, Create four
buttons.
If you were not successful in part 6, open the file called MP3Player_Part6.wire, located in
the wire folder of the CourseWare project. This file contains the completed model from part
6.

Create four buttons


First rotate the half-button into the correct orientation, and then mirror the surfaces to create
one full button.
1. Maximize the Top window.

2. Choose Pick > Object

and select all the surfaces.

3. Choose Edit > Group

to group them all, with a single pivot point at the origin.

4. Choose Transform > Rotate


and type 0,0,45 in the prompt line. You are notified that
the active has construction history that will be lost w

and select the YZ plane to Mirror Across.


5. Choose Edit > Duplicate > Mirror
6. Click Go to create the mirrored geometry.

7. Choose Pick > Object

and select both halves of the button.

8. Choose Edit > Group

to group them as a single button.

You now have one complete button, in the desired orientation, so now create three
additional buttons.
Choose Edit > Duplicate > Object

First, click the Reset button at the bottom of the option window. Resetting restores
all the default settings.

Then set the Number of duplicates to 3, and the Rotation to 90 degrees in the z-axis.
Click Go to create the duplicates.
The four buttons are created.

9. Make sure that all the buttons are on the Control Buttons layer, and set the layer to
inactive.

Position the Buttons


Now move the buttons into their correct location, centered on the lower part of the Front
Casing.
1. Maximize the Perspective window.

2. Make the Front Casing layer visible.

3. Turn off the Symmetry on the layer.

4. Set the state of the Front Casing layer to Reference, so that it can be snapped to, but not
fully pickable.

5. Choose Curves > Keypoint Curve Toolbox, then Keypoint Curve Tools > Lines > Line
and use curve snap (
and
curve along the edge of the casing.

(Windows) or

and

(Mac) keys) to place the

Now use the center keypoint on the new line to position the buttons.
6. Make the NaviKey and the Control Buttons layers Pickable.

7. Choose Pick > Object

and select all the buttons.

8. Choose Transform > Move


. Use the point snap (
+Alt
(Mac) key) to position the keys on the center Keypoint of the line.

(Windows) or

9. To convert the Layer Symmetry geometry into real geometry, first set the state of the
Front Casing layer back to Pickable.
10. Then, turn on the Symmetry for the layer.

11. Select the Front Casing layer and use choose Layers > Symmetry > Create Geometry

The mirrored geometry is no longer shown in dotted lines, and can be modified
independently.

12. Do the same for the Rear Casing layer to complete the MP3 Player design.

13. Use the diagnostic Shading to evaluate the design.

14. Use the Show menu in the window title bar to turn off the Model and Grid for a better
view.

Save your work


Save your work in the wire folder of the Lessons project. Name your file
myMP3Player7.wire.

Conclusion
Congratulations! You have created an accurate model of the MP3 Player.
You have learned to:

Use Keypoint curves to create accurate geometric shapes.


Create surfaces with a draft angle.
Set up Construction Options for accurate modeling.
Create edges with a radius using the Fillet and Round tools.
Create symmetrical and duplicated geometry.

On Your Own
Now you can create accurately sized models, and use geometric shapes to create a
disciplined design. The Multi-Surface Draft tool is useful when designing plastic molded
parts, but can equally be used to create any edge surface quickly.
The following images show examples of similar projects that you can try.
This headset for a cell phone is constructed in a similar way to the MP3 player, using arcs
and Draft surfaces.

Most computer speakers make good subjects for practicing your modeling. Take
measurements and try to replicate the shape as accurately as you can.

Have a look back at the Vacuum Cleaner tutorial to remind yourself how the button was
detailed. You can finish your MP3 player model by recessing and filleting the buttons and
the button holes in a similar way.

You can use Surfaces > Rolled Edge > Tubular Offsetto create grooves from projected
curves-on-surface. Use the help if you have not used this tool before.

Model a Shower Gel Bottle


In this tutorial, you build a shower gel bottle. This lesson introduces you to surface continuity.

Objectives
Learn how to:

Create smooth transitions between surfaces.


Model accurately for manufacture.
Use Layer Symmetry.
Change the degree of a curve.

New Concepts
Continuity
In this tutorial, you learn how to create continuity between surfaces and between curves.
The three main types of continuity used in Alias are shown in the following illustrations of
three curves.
Positional Continuity

The dashed curve touches the two solid curves, but there is an angle between them
and so there is a sharp break between the curves.

Tangent Continuity

The dashed curve has no angle difference where it meets the solid curves. The
Round surface tool and the Curve Fillet tool create this type of continuity.

Curvature Continuity

The dashed curve blends in even more smoothly to the solid curves.

There is one other use of continuity used in this tutorial: Implied Tangent.
Implied Tangent

A curve or surface is created on the center line, and is mirrored. The Implied
Tangent tools make sure that the two surfaces (original and mirrored) are tangent to
each other.

Understanding these concepts and using the tools that control them enables you to create
smooth, organic designs in Alias.

Construction Tolerances
Construction Tolerances are also important when matching surfaces.
Construction tolerances specify the accuracy of the Position, Tangent, and Curvature
continuity when surfaces are built. The accuracy is important if the model is used for
manufacture or is transferred to another CAD system.

Part 1: Create primary surfaces


In this section, use the Square, Skin, and Align tools to create the basic shape of the shower
gel bottle.
Build the front half of the bottle, which you later mirror to complete the design. Create a
smooth connection between both halves by controlling the implied tangent continuity
across the center line.
When you create the shoulder surface, blend it smoothly to the main bottle surface using
tangent continuity.

Open the tutorial file


The tutorial file has curves for building the shower gel bottle.
1. Choose File > Open
to open the file browser.
2. In the file browser, locate the CourseWare folder and set it as the Current Project.
3. Open the file called showergel.wire, located in the wire folder in the CourseWare project.

For information on how to open a file, see Open the tutorial file.
4. A dialog box appears, asking if you want to delete all objects, shaders, views, and actions.
Click Yes.
5. If your values for construction tolerances differ from the values in the showergel.wire file,
you are presented with a dialog box.
6. Click Accept New Settings to use the construction tolerances in showergel.wire.

The file opens.

The main bottle curves are visible and placed on a layer named Curves.
Other curves are on layers that are not currently visible; you use these curves later in the
tutorial.

Set the construction tolerances


Before you start to create your model, choose the construction tolerances you want to work
to.
1. Choose Preferences > Construction Options

The Construction Preset is set to User Defined. While this setting is suitable for
rapid concept development, a more accurate setting is needed for data transfer to a
CAD or Rapid Prototyping system.
2. In the option window, choose General CAD Settings.

To see what tolerances you are working to, open the tolerances section of the
Construction Options window.

Tip:

For future projects, you can choose settings that match the CAD system you are
exporting data to.
3. Close the Construction Options window.

Create the main bottle surface


Start by creating the main bottle shape using a Square surface.
1. Maximize the Perspective view.

2. Check that the Bottle layer tab displays as yellow, indicating the new surfaces you create
are assigned to it. If not, click the layer tab to make it active.

3. Choose Surfaces > Boundary Surfaces > Square

to open the option window.

4. In the Square option window, the four boundaries of the square are listed.
For boundaries, 2 and 4 change the continuity option to G0 Position. This continuity
ensures that the square surface accurately matches the curves.

For boundaries 1 and 3, change the Continuity option to Implied Tangent. The
Implied Tangent option ensures that the surfaces align smoothly across the center
line.

5. You are prompted to select the four boundary curves. Click the curves in the order
shown.

When you select the fourth curve, the square surface is created.

Create the neck surface


1. Adjust the view to see the curves for the neck of the bottle.

2. Choose Surfaces > Skin Surfaces > Skin


curves to create the neck surface.

and when prompted, select the two neck

3. Now that you have built the main surfaces, turn off the Curves layer, leaving only the
surfaces visible on the screen.

4. Choose Pick Nothing to deselect all surfaces.

Create the shoulder surface


Blend the shoulder surface smoothly from the main body surface.
First create the shoulder as a simple skin surface from the body to the neck. Then create
continuity between the shoulder and body, using the Align tool.
It is useful to understand how the Align tool creates the desired continuity. Observe how
the CVs and Hulls change as you apply the Align tool.
Positional Continuity

One row of CVs is aligned to the other surface. Positional is the default continuity
when you create the skin surface.

Tangent Continuity

Two rows of CVs are aligned to the other surface.

Curvature Continuity

Three rows of CVs are aligned to the other surface.

Create the shoulder surface


First, create the shoulder surface with positional continuity.
1. Choose the Surfaces > Skin
tool.
2. When prompted, select the edges of the body and neck surfaces to create the shoulder
skin surface.

Align the shoulder surface


Now use the Align tool to modify the shoulder surface, making it Tangent to the body
surface.
First, delete the Construction History of the shoulder skin, to allow it to be modified.
1. With the shoulder surface still selected, choose Delete > Delete Construction History
and answer Yes when prompted.
2. Select the surface and then turn on the display of CVs by clicking the Cv/Hull check box on
the Control Panel. Displaying CVs makes it easier to see the results of the Align tool.
3. In the Control Panel, change the V degree to 3 and click Accept.

4. Choose Object Edit > Align > Align


5. Set Continuity to G1 Tangent.

to open the option window.

You are prompted to select the boundary of the surface to be aligned (the input).
This surface is the skin surface you created for the shoulder.
6. Move the cursor to the junction of the bottle and shoulder surfaces. Click the edge of the
surface and select the skin surface from the pick chooser.

The selected edge is highlighted and labeled as Input.

You are prompted to select the object to align to (the master).


7. Click on the boundary between the two surfaces again to select the edge of the body.

The top edge of the body surface is selected automatically.


The CVs of the shoulder surface are modified to align the shoulder to the bottle
surface with tangent continuity, as indicated by the T on the green indicator.

8. Turn on Tangent Balance. Tangent Balance adjusts the hull shape of the input surface to
match that of the master.

9. Scroll to the bottom of the option window and turn off Continuity Check to remove the
continuity indicator.

Now modify the character of the shoulder blend by moving and scaling the CVs and
Hulls.
10. Use the F9 hotkey to show the four modeling windows.

11. Choose Pick > Nothing

to deselect the surface.

12. Choose Pick > Point Types > Hull

13. In the Back window, select the hull of the second row of CVs from the top by
clicking the red hull line.

14. Choose Transform > Non-p Scale


shape.

and drag with the

to create a smooth shoulder

Note:

The pivot point for the CVs defaults to the origin, so the CVs scale correctly.

15. In the Left window, drag with the

to refine the shoulder shape.

16. Turn off the CVs and hulls, in the Control Panel.
17. Choose Pick > Nothing
to deselect the CVs.
18. Use diagnostic shading to evaluate the result.

Tip:

Set the Continuity option to Curvature in the Align tool to adjust the third row of
CVs and get an even smoother transition.

Save your work


Now you save the scene as a new file.
1. Save your work in the wire folder of the Lessons project.
2. Name your file myshowergel.wire.

Part 2: Create the finger grip


Having created the basic form of the bottle, now add the features that give it a sports
character.
The finger grip area is created by removing part of the body surface, and replacing it with a
birail surface which follows the grip profile, and blends in smoothly to the body.

Open the tutorial file (optional)


If you successfully completed part 1, proceed to the next step: Make space for the grip
detail.
If you were not successful in part 1, open the file called showergel_Part1.wire, located in
the wire folder of the CourseWare project. This file contains the completed model from part
1.

Make space for the grip detail


To make space for the finger grip, split the body surface, and discard the part you are
replacing with the grip feature.
Because the isoparms on the surface are at a convenient location, you can use the Detach
tool to split the surface at an isoparm. You can snap to a particular isoparm, using the
(Windows) or
(Mac) key.
Before detaching, delete the construction history of the surfaces.
1. Maximize the Perspective window.
2. Choose Pick > Object

and select all the surfaces.

3. Choose Delete > Delete Construction History

and answer Yes when prompted.

Note:

Detaching leaves a good quality edge on the surface. However, it is not reversible,
so we recommend that you save before using Detach.
4. Choose the Object Edit > Attach > Detach

tool. Hold down the

(Windows) or

(Mac) key and select the isoparm shown.

Tip:

Move the mouse to check that the detach tool has locked on to the isoparm.
The isoparm is highlighted and a Go button appears.
5. Click Go to detach the surface.

6. Choose Pick > Object

7. Press the

and select the smaller piece of surface (square#2).

key to delete the small surface.

A curve has been provided on the GripCurves layer to define the profile of the
finger grip.
8. Turn on the visibility of the GripCurves layer by selecting Visible from its layer tab menu.

Create the Birail Surface


Now create a Birail surface for the finger grip. Make the Birail tangent to the edge of the
body surface and tangent to the shoulder surface. Match the birail surface to the curve at the
base with positional continuity, and have Implied Tangency on the finger grip curve, where
you later mirror the surface.
1. Choose Surfaces > Swept Surfaces > Rail Surface
option box.

. Double-click the icon to open the

2. In the Generation Curve section, choose 2.


In the Rail Curve section, also choose 2.
Choose Go Position for each of the four Continuity options (you can change these
options after the Birail surface is created).

If any of the Rebld boxes are checked, click them to remove the check.
Tip:

The Rebld option can improve the parameterization of an edge, typically a trimmed
edge. As all your edges and curves have good parameterization, do not use it in this
case.
3. You are prompted to select the edges of the birail. Select the curves in the order shown:

The birail surface is created.

With the surface still selected, and the option window still open on screen, you can
now adjust the continuity options at each edge.
4. Change the following continuity settings:

5.

gen2

G1 Tangent

rail1

G1 Tangent

rail2

Implied Tangent

6. The surface is rebuilt with the new continuity settings.

7.

8. Choose Pick > Nothing


the design.

to deselect the surface and use diagnostic shading to evaluate

Tip:

Use the Show menu on the window pane to turn off the model and the grid.
Remember to turn them on again when you remove the shading.

Create the Base Surface


Create the base of the bottle as a flat plane.
1. Choose Surfaces > Planar Surfaces > Set Planar
.
2. You are prompted to drag/select curves. Pick the two base curves.

3. Click Go to create the planar surface.

Tip:

You can use the space bar as a short cut instead of clicking Go.
4. Make sure that all the surfaces are assigned to the Bottle layer.
5. The curves are no longer needed, so turn off the visibility of the GripCurves layer.

Save your work


1. Save your work in the wire folder of the Lessons project.
2. Name your file myshowergel2.wire.

Part 3: Create the label surface


In the Vacuum tutorial, you intersected surfaces to create curves-on-surface that could then
be used for trimming.
In this tutorial, you Project a curve onto the surface, which creates the curves-on-surface
needed for trimming.
First, trim out the label shape from the main body surface.
Then, create a recessed surface for the label panel. Trim this surface slightly smaller so
there is a space to build a smooth blend surface.

Note:
You cannot use Detach in this case to cut the surface, as the desired shape does not follow
the isoparms of the surface.

Open the tutorial file (optional)


If you successfully completed part 2, proceed to the next step: Trim the label area.
If you were not successful in part 2, open the file called showergel_Part2.wire, located in
the wire folder of the CourseWare project. This file contains the completed model from part
2.

Trim the label area


First project the label shape curve onto the bottle surface. The active window determines
the projection direction, so use the Left window.
1. Maximize the Left window.

2. Make the LabelCurves layer visible.

The layer has two curves for the outline of the label. Use the outer curve to trim
away the main body surfaces.

3. Project the outer label curve onto the body surface. Choose Surface Edit > Create
CurvesOnSurface > Project

4. You are prompted to select a surface. Click the main bottle surface to select it.

5. Click Go to accept the surface.

You are then prompted to select the projecting curves.


6. Click the outer label curve to select it, and then click Project.

The curve is projected onto the surface.


7. Maximize the Perspective view to see the curves-on-surface more clearly.

8. Choose Surface Edit > Trim > Trim Surface

9. You are prompted to select the surfaces to trim. Click the main bottle surface to
select it.

10. You are then prompted to select trim regions. Click the part of the surface you want to
keep (the part outside the label area).

11. Click Keep shown in the bottom right corner of the window.

The surface is trimmed.

12. Use diagnostic shading to verify that the surface has been trimmed correctly.

Tip:

If the trimming is not correct, click Revert at the bottom of the screen to go back
one step and reselect the trim regions. If you want to correct the trim at a later stage,
you can use Surface Edit > Trim > Untrim to restore the surface to its untrimmed
state.

Create the label surface


The bottle is to have a paper label. Paper can only bend in one direction at a time if it is to
have no folds or wrinkles. Therefore bend the label surface only in one direction. This is
called single-curvature.
Create a single-curvature surface by using a Skin surface between two identical curves.
First, organize your model using the layers.
1. Make the Bottle layer invisible using the layer drop-down menu.

There are two identically shaped curves for the skin surface; use these curves to
create the label.

2. Choose Surfaces > > Skin Surfaces > Skin


surface curves to create a skin surface.

. Follow the prompts and select the two label

Next, project the label outline curve onto the surface and trim the surface to the
shape of the label.
This time execute both operations at once by using the 3D Trimming option in the
Trim Surface tool.
3. Maximize the Left window.
4. With the surface selected, choose Surface Edit > Trim > Trim Surface
icon to open the control window.

Select 3D Trimming, then close the control window.

You are prompted to select trimming curves.

. Double-click the

5. Click the inner label shape curve to select it.

You are then prompted to select trim regions.


6. Click the part of the surface you want to keep (the part inside the label area). Then, click
Keep shown in the bottom right corner of the window.

The surface is trimmed.

7. Switch to Perspective view and turn on diagnostic shading to verify the trimming.

8. Make the Bottle layer visible, and assign the new surface to it.
9. Make the LabelCurves layer invisible

Save your work


1. Save your work in the wire folder of the Lessons project.
2. Name your file myshowergel3.wire.

Part 4: Add blend details


Create the blend surface
The label surface is recessed back from the main bottle surface. The gap between the two
surfaces is bridged by a Birail surface, which gives the label area its character.
To create the Birail, use the two trimmed edges as Rails, and create two new curves for the
Generation curves.

Open the tutorial file (optional)


If you successfully completed part 3, proceed to the next step: Create the generation curves.
If you were not successful in part 3, open the file called showergel_Part3.wire, located in
the wire folder of the CourseWare project. This file contains the completed model from part
3.

Create the generation curves


Previously, you used the Align tool to create tangent continuity between two surfaces.
Now, use the Align tool to create a tangent relationship between a curve and the edge of a
surface.
To keep the Birail surface smooth and taut, use a curve with only 3 CVs to define the
character of the blend. Two CVs control tangent continuity to the label surface, and the
third controls positional continuity to the body surface.
Tip:

Using the minimum number of CVs needed in a curve or a surface helps to keep your
model light and smooth.
1. Zoom in to the area at the top of the label.
2. Choose Curves > New Curves > New Edit Point Curve

to open the option window.

3. In the Curve Degree section choose 2 and click Go to create a single-span curve
with only 3 CV points.
4. Use
(
+
(Windows) or
+
(Mac) keys together) and click the edge
of the body surface. Then, without releasing the mouse button, drag to the bottom of the
edge until the blue cross turns to a yellow one, confirming that you have accurately
reached the corner of the surface.

The first edit point of the new curve is placed.


5. Use
again and click the edge of the label surface, then without releasing the mouse
button, drag to the top of the edge.

Note:

The Birail tool requires that all boundaries are accurately aligned, so it is important
that the curve is snapped accurately to the corner.
6. Choose the Object Edit > Align > Align

to open the option window.

In the Continuity section, choose G1 Tangent.


7. You are prompted to select the object to align (input). Click the curve, near the label
surface.

8. You are prompted to select the object to align to.

Click the vertical edge of the label surface, near the curve.

The curve is adjusted to be tangent to the surface.


9. Adjust the view so you can see the lower part of the label surface.

10. Create another Degree 2 edit point curve across the gap, using curve snap to place the
curve edit points exactly at the corner of the surfaces.

11. Use Object Edit > Align > Align

again to align the curve to the label surface.

12. Zoom out to see the whole label area.

Build a birail surface with continuity


1. Choose the Surfaces > Swept Surfaces > Rail Surface
to open the option window.
2. Check that the options are set for 2 generation curves and 2 rail curves. Adjust the
Continuity settings to:
gen 1

Implied Tangent

gen 2

Implied Tangent

rail 1

G1 Tangent

rail 2

G0 Position

3.
4. Because the Rails are the trimmed edges of surfaces, choose the Rebld option on the two
rails to improve the quality of the surface.

5. You are prompted to select the curves in order. Choose the curves and edges as shown.

The Birail surface is created.

6. Choose Pick > Nothing

to deselect the surface.

7. Choose Pick > Object


, then pick and assign the two curves you created to the Curves
layer.
8. Use diagnostic shading to evaluate the result.

Complete the model with round surfaces


To complete the model, soften all the sharp edges with Round surfaces.
1. Remove the diagnostic shading from the model.

2. Zoom in to the neck area.


3. Choose the Surfaces > Round

tool.

Click the edge between the neck and the shoulder surfaces.

The default radius value is shown, and highlighted in white.

4. Reduce the radius. Type a value of 2.5 on the prompt line and press Enter.

5. Click the Build button. A round fillet is created.


6. Choose Pick > Nothing

to remove the round indicators.

7. Adjust the view to look at the edge of the label panel.


8. Use the Surfaces > Round
tool again to create a fillet with a radius of 2.5 along the
sharp edge of the label birail surface.

9. Choose Pick > Nothing

to remove the round indicators.

10. Adjust the view to look at the base of the bottle.


11. Use the Surfaces > Round

tool again to create a fillet.

As there are two edges at the base, click first on main bottle surface edge.

Type a Radius value of 10.


Then, click the edge created by the finger grip surface and the base to build the
round surface along both edges.

12. Click the Build button to create the round surface.

13. Choose Pick > Nothing

to remove the round indicators.

14. Make sure that all the new surfaces are assigned to the Bottle layer.

15. Adjust the view and use the diagnostic shading to evaluate the rounds.

Save your work


1. Save your work in the wire folder of the Lessons project.
2. Name your file myshowergel4.wire.

Part 5: Add embossed logo details


In this section, create an embossed logo at the base of the pack.
Use an offset surface to create the logo surface; trimming to create the logo outline, and a
Freeform Blend to join it to the main surface smoothly.

Open the tutorial file (optional)


If you successfully completed part 4, you can proceed directly to the next step: Trim the
body surfaces.
If you were not successful in part 4, open the file called showergel_Part4.wire, located in
the wire folder of the CourseWare project. This file contains the completed model from part
4.

Trim the body surfaces


Create the transition surface using the Freeform Blend. This tool quickly creates a tangent
or curvature blend between two edges, and is useful when the edges are made up of many
sections.
Create the embossed logo surface using the Offset tool.
Start by projecting the outer logo curves onto the main surfaces.
1. First, make the LogoCurves layer visible.

2. Maximize the Left window to specify the direction of projection.

3. Choose Surface Edit > Create CurvesOnSurface > Project

4. You are prompted to select the surfaces. Select the main bottle surface and the
finger grip surface.

5. Click Go. You are prompted to select the curves to project. As there are many curves in the
logo detail, drag a selection box over all the curves.

All the curves are highlighted.

6. Click Project to project the curves. Curves-on-surface are created on the two surfaces.
7. Maximize the Perspective window to see the curves-on-surface more clearly.

Next trim away the main surfaces.


8. Select the Surface Edit > Trim > Trim Surface
tool. You are prompted to select the
surface to trim. Click the main bottle surface first.

9. When prompted to select the trim regions, click the part of the bottle surface to keep, as
shown.

Click the Keep button to trim the surface.


The surface is trimmed to the outer curves, the inner curves are ignored.

Do the same for the finger grip surface, trimming away the small corner of the logo
that crosses into the surface.
10. Select the Surface Edit > Trim > Trim Surface
finger grip surface.

tool and follow the prompts to trim the

The surfaces have now been trimmed to allow the logo details to be embossed.

Create the offset surfaces


To create an embossed effect, offset the main bottle surface by 0.5 mm, outwards from
the bottle. Then trim this surface to the inner logo curves.
First create a layer for the new offset surface.
1. Choose Layers > New

to create a layer.

The layer is only used to organize the model temporarily, so there is no need to
rename it.
Now, create the offset surface.
2. Choose Object Edit > Offset

and select the main bottle surface.

The arrow indicates the direction of the offset. It should point toward the outside of
the bottle. If it does not, click it to reverse its direction.
3. At the prompt line, type an offset value of 0.5 and press Enter.

Click Offset to create the surface.

4. Assign the surface to the new layer.

5. Make the Bottle layer invisible so only the new surface is showing on the screen.

When the surface was offset, the curves-on-surface and trims were offset with it. As
you do not want these, untrim the surface and remove the curves-on-surface.
6. With the surface still selected, choose Surface Edit > Trim > Untrim
. Double-click the
tool icon to open the option window.
7. Choose the All option and click Go, so the surface becomes fully untrimmed in one
operation.

8. Choose Pick > Object Types > Curve on Surface


on-surface to select them.

and drag a pick box over all the curves-

9. Press the

key to delete the curves-on-surface.

10. Maximize the Left view. You can see that the logo curves extend beyond the surface by a
small amount. The easiest solution is to extend the surface slightly so the curves fit.

Use the Extend tool interactively, to extend the surface a small amount by eye.
11. Choose Object Edit > Extend

to open the Extend Object options box.

Change Extend Type to Linear and click Go.


12. Click the right edge of the surface.

You are asked if you want to remove the construction history answer Yes.
13. Carefully drag the middle arrows using the
logo curves.

to extend the surface just beyond the inner

Tip:

If you over-extend the surface, type in 0 at the prompt line to return the surface to
its original shape.

Trim the Offset Surfaces


Now project the curves onto the offset surface, so it can be trimmed to the inner logo
shapes.
1. Choose Surface Edit > Create CurvesOnSurface > Project

2. When prompted to select the surfaces, select the offset surface and click Go.

3. As prompted, choose the curves to project. Use a drag box to select all the curves.

4. Click Project to project them onto the surface.

Next trim the offset so that only the three inner shapes remain.
5. Select the Surface Edit > Trim > Trim Surface

6. Select the three inner Regions, and click Keep.

tool and click the offset surface.

The surface is trimmed into the three parts of the logo.

Now is a good time to tidy up the layers.


7. Make the LogoCurves layer invisible.
8. Choose Pick > Object

and select the offset surface.

9. On the Bottle layer tab, select Assign.

The surface disappears from the screen because it has been placed on an invisible
layer.
10. Make the Bottle layer visible and check that the new offset surface is there.
11. Remove the temporary layer by choosing Layers > Delete > Unused Layers

Create the freeform blend surfaces


To give a smooth embossed edge to the logo, use the Freeform Blend tool to blend from
the outer to the inner shapes.
1. Maximize the Perspective view and use diagnostic shading to check that the gaps have
been created for the blend surfaces.

Next create the freeform blend surface. As the logo shapes were made up of many
curves, you can use the Chain Select option to select the whole edge.
2. Choose Surfaces > Multi-Surface Blend > Freeform blend
, and double-click the icon to
open the option window.
3. Change Side 1 Continuity and Side 2 Continuity to G0 Position.

Select Explicit Control.


Choose the Chain Select option, and leave the option window open on screen.
4. You are prompted to pick the input surface curves. Click the edge of the first logo offset
surface as shown.

The whole edge is selected and highlighted in green.


5. Next, click the edge on the bottle surface.

The edge is selected and highlighted in yellow.

6. Click Build to build the Freeform Blend.

7. To continue building the blend surfaces, click Next in the Freeform Blend option window.
8. Repeat the process to create the other two blends.

Use diagnostic shading to evaluate the logo embossing.

9. Finally, make sure all the surfaces are assigned to the Bottle layer.

Save your work


1. Save your work in the wire folder of the Lessons project.
2. Name your file myshowergel5.wire.

Part 6: Complete the model


In this section, complete the model by mirroring the surfaces and creating a cap.

Open the tutorial file (optional)


If you successfully completed part 5, proceed to the next step: Mirror the surfaces.
If you were not successful in part 5, open the file called showergel_Part6.wire, located in
the wire folder of the CourseWare project. This file contains the completed model from part
5.

Mirror the surfaces


Finally, mirror all the surfaces using the Layer Symmetry tools.
1. Turn on Symmetry for the Bottle layer using the drop-down menu on the layer menu.

2. Click the Bottle layer to make it active. It displays in yellow with a blue border.

3. Choose Layers > Symmetry > Create Geometry


geometry into actual geometry.

to convert the mirrored image of the

To complete the model as a closed volume, add a planar surface to the top of the
neck.
4. Choose Surfaces > Planar Surfaces > Set Planar
neck. Click Go to create the surface.

and select the two top edges of the

Volume measurement
If you have built your model carefully so there are no gaps between the surface patches,
you can calculate the volume enclosed by those surfaces.
For the volume calculation to be accurate, ensure all the surfaces face outwards.
As you build you model, you are not concerned with the surface orientation, and surfaces
can randomly face inwards or outwards.
Note:
Use Surface Edit > Orientation > Set Surface Orientation tool to show surface orientation (blue
shading means that the surface faces outwards, yellow, inwards).

For an accurate volume calculation, you need all the surfaces to face outwards. So first
unify the orientation of the surfaces.

Prepare the model for volume calculation


1. Make sure that only the bottle surfaces are visible on screen.
2. Choose Surface Edit > Orientation > Unify Surface Orientation
the whole model to select all the surfaces.

3. The surfaces are highlighted,

. Drag a pick box over

4. Click Classify.

The surfaces are highlighted in blue, and a Unify button displays.

A blue arrow also displays, indicating the orientation of the surfaces. If this arrow
does not point out, away from the model, click it to switch the direction.
5. Click Unify to unify the surface orientations. A message displays in the prompt window
confirming the surfaces have been unified.

Calculate the volume


Now calculate the volume of the bottle.
1. Choose Pick > Object

and select all the surfaces.

2. Choose the Evaluate > Mass Properties


a separate window.

tool. The volume is calculated and displayed in

Interpret the calculated volume


The figure given in the mass properties window is in cubic millimeters. Most packaging
designs are measured in milliliters.
To make the conversion, divide by 1000.
So, in this example, a volume of 338206 cubic millimeters is 338.2 milliliters.
Also, the volume measured is the external volume of the whole bottle. This volume
includes the liquid, the airspace at the top of the bottle and the thickness of the plastic itself.
Making an allowance of 25% is a good approximation of the extra volume all these factors
add to the desired product volume.

So, if our target is a product volume of 250 ml, you would expect to add 25% to account for
the plastic material and airspace, giving a target of 312.5 ml for the external shape modeled.
This value would display as 312500 mm3 in the Mass Properties window.

Revolve a cap
To finish the model, you can build a simple cap from curves supplied on the CapCurves
layer.
1. Turn on the visibility of the CapCurves layer.
2. Choose Surfaces > Revolve
and double-click the icon to open the option window.
3. Change the number of Segments to 8.

In the Axes Options section, select Global for the Axes. Global axes enable you to
revolve all the curves at the same time around the origin.
Select Z for the revolution axis.
Under Control Options, turn off Continuity check.

4. Select all the cap curves using Pick Objects on the layer drop-down menu.

5. Choose Surfaces > Revolve

to create the cap surfaces.

6. Assign the new cap surfaces to the CapCurves layer.

The Shower Gel pack design is now complete.

Save your work


1. Save your work in the wire folder of the Lessons project.
2. Name your file myshowergel6.wire.

Conclusion
ongratulations! You have completed the Shower Gel Bottle, and have an understanding of
continuity and how to build smooth forms in Alias.
You have learned how to:

Create smooth transitions between surfaces


Model accurately for manufacture
Use Layer Symmetry
Change the degree of a curve

On Your Own
This exercise has given you an introduction to the tools that can create continuity between
surfaces. Mastering these techniques fully takes time and practice, and is one of the
advanced topics to study in Alias.
Here are some ideas for practicing and exploring these techniques.
Packaging design is a good area to look for freeform and smooth surfaces. The following
images show two examples of shapes and features that you could try.

The techniques you learned modeling the label area on the Shower gel bottle can be used to
create features on product designs and vehicle designs as well.
The finger recess on the back of this cell phone is created in the same way as the recessed
label.

The raised center section of this car hood is blended into the main surface using a Birail
with curvature continuity.

If you are using Surface or Automotive versions of Alias, you have more options for
creating curvature continuity surfaces.
If you are using one of these products, try rebuilding the shower gel bottle with curvature
continuity instead of tangent.
Look at the model supplied for Shaders and Lights. This version of the shower gel bottle
has been created using curvature continuity.

Shaders
In this tutorial, you learn how to simulate different materials by creating shaders and
adjusting the shader parameters.

Objectives
Learn how to:

Create and edit shaders.

Part 1: Create shaders


In this section, use Hardware Shade to render a scene, and create shaders for the caps, bottles and
labels.

Open the tutorial file


1. Choose File > Open
to open the file browser.
2. In the file browser, locate the CourseWare folder and set it as the Current Project.
3. Open the file called Render_Basics.wire, located in the wire folder in the CourseWare
project.

For information on how to open a file, see Open the tutorial file.
4. A dialog box appears, asking if you want to delete all objects, shaders, views, and
actions. Click Yes.
5. If your values for construction tolerances differ from the values in the
Render_Basics.wire file, you are presented with a dialog box.
Click Accept New Settings to use the construction tolerances in
Render_Basics.wire.
The file opens. The scene has two shower gel bottles in different positions, one with
the cap open, and one with it closed.

View a shaded scene


When setting up a model to render, it is useful to work interactively with a rendered view.
For this exercise, use Hardware Shade to work directly on a shaded scene.
1. Maximize the Perspective view.

2. Choose WindowDisplay > Hardware Shade to open the Hardware Shade option window.
3. Choose All Geometry from the option window, if it is not already selected, and click Shade
on at the bottom of the option window.

The bottles are now visualized using the Hardware Shading.

Choose a shading model


The bottles are using the Default shader, which has the Blinn shading model. There are four
types of shading models in Alias:

LAMBERT is useful for representing matte surfaces like plaster walls, paper, or
blackboards.
PHONG is more complex, and gives highlights suitable for high-gloss plastic, glass, and
metals.
BLINN provides more flexible highlights that can be adjusted for softer plastics, satin
finishes, and natural materials.
LIGHTSOURCE makes the object look like it emits light, like an incandescent bulb or flame.

As you gain more experience with shaders, you will understand which Shading Models
produce the results you want.

Next, create three new shaders one for the bottle, cap, and label. After that, choose the right
shading model for each one.

Use the visualize control panel


For this part of the tutorial, use the Visualize Control Panel to create and modify shaders.
Tip:

If the Control Panel is not currently shown, choose Windows > Control Panel to display it.
1. At the top of the Control Panel, choose the Visualize option.

The Default Shader is shown in the Resident Shaders section.

If the name of the Default Shader is not shown underneath the gray shader ball, you
can turn on the icon labels in the Interface section ofGeneral Preferences. (Choose
Preferences > General Preferences

top open the preferences window.)

It is good practice not to use or modify the default shader. Instead, create new
shaders from the default shader by copying it.
First, create a shader for the bottle.

Create a bottle shader


1. Click the Default shader to select it.

Below the resident Shaders section, there are four icons. Click the Copy Current
Shader

icon to create a shader.

2. Double-click the new shader icon to open the shader editor.

The default settings display.


3. Change the Shader Name to Bottle, and leave the Shading Model set to BLINN to give a
soft highlight for the bottle plastic.

Now choose a color for the bottle.


4. In the shader editor, open the Common Shader Parameters section.

Tip: To expand the window to display all the options without scrolling, click the expand to
fit icon in the window titlebar.

Click the gray color chip to open the Color Editor.

5. In the Color Editor, choose a color for the bottle.

The color chip updates, and the Bottle shader shows the new color.

NowAssign the new shader to the bottle surfaces.


6. Select the bottle surfaces by using the Pick Objects option on the Bottles layer drop-down
menu.

All the bottle surfaces are selected.

7. Click the Assign icon on the Visualize Panel to assign the new shader to the bottle surfaces.

The bottle surfaces are now shown in the new shader color.

Now repeat this process for the cap shader.


8. Click the default shader to select it. Then, choose the Copy Current Shader
create a second new shader.

9. Double-click the icon of the second new shader to open the shader editor.

tool to

Change the Shader Name to Cap and the Shading Model to PHONG.
In the Common Shader Parameters section, choose a color for the cap.

Now, assign the shader to the cap surfaces.


10. Pick the cap surfaces using the Cap layer drop-down menu.
11. Assign the Cap shader to the cap surfaces using the Assign

icon in the Visualize Panel.

A small bright highlight appears on the caps illustrating a glossy plastic material.

12. Close the shader editor window.


13. Choose Pick > Nothing

to deselect the label surfaces.

Modify shaders in the Visualize panel


You can access the most common parameters for a shader in the Visualize Panel.
Now give the cap a more shiny appearance, and the bottle a softer finish.
1. Click the Cap shader to select it and open the Shader Parameters section of the Visualize
Panel.

2. Modify the Shinyness value to make the highlight on the cap smaller.

The cap material looks more shiny.


Tip:

You can use Render > Direct Render

to see the changes more accurately.

3. Click the Bottle shader to select it.


4. In the Shader parameters section, modify the Eccentricity and Spec. Rolloff values to make
the bottle plastic look less shiny, with a softer surface finish.

Tip:

Only the most commonly used parameters are shown in the Visualize Panel. To
access all the parameters for each shader, either double-click the shader ball icon, or
use Render > Multi-lister > Shaders.

Save your work


Now, save the scene as a new file.
1. Choose File > Save As
to open the File Browser.
2. Save your work in the wire folder of the Lessons project.
3. Name your file myRender_Basics1.wire.

Part 2: Add a label


In this part of the tutorial, take a graphic design for the label of the shower gel bottle, and
apply it to the label surface.
The process of applying the graphic is called Mapping.
The graphic file (shown on the left) is in a standard format, such as a .tif or .jpg. It can be
mapped onto a surface (shown on the right).

The result is that the graphic file follows the U and V directions of the surface. If the
surface is trimmed, the graphic appears on the part of the surface that is visible.
To apply the graphic as a colored label, map the Color parameter.
Tip:

Mapping can be used on many of the shader parameters, such as transparency, bump, or
reflection.

Open the tutorial file (optional)


If you successfully completed Part 1, proceed to the next step: Create a label shader.
If you were not successful in part 1, open the file called render_basics_Part1.wire, located
in the wire folder of the CourseWare project. This file contains the completed model from
Part 1.

Create a label shader


1. Click the Default shader to select it. Then, choose the Copy Current Shader
create a third shader.

tool to

2. Double-click the icon of the new shader. Change the Shader Name to Label and set the
Shading Model to LAMBERT to represent a matte paper label.

Do not change the color of the shader. Instead, map the label graphic onto the Color
channel. The graphic image will replace the default gray color.

Map the color channel


1. In the Label shader editor, click the Map button beside the Color parameter.

2. The Texture Procedures window appears. Choose the Surface > file texture.

3. The File Texture editor opens. Choose the Browse button next to the Image section.

The file browser opens. To retrieve the file that contains the label image, navigate to
the CourseWare\pix directory.
4. Select the ShowerGel_Label.tif image.

The pathname of the label file displays in the Image section.

Leave the editor window open on the screen, as you will use it later to modify the
position of the label.
Tip: Minimize (or hide the window while you work with the bottles by clicking the titlebar.
To restore the window to full view, click the title bar again.

The shader icon in the Visualize Panel shows the label wrapped around the shader
ball.

Now assign the label shader to the label surfaces.

5. Pick the label surfaces using the Layer drop-down menu.

6. Assign the Label shader to the label surfaces using the Visualize Panel Assign

7. The label graphic now appears on the label surfaces.

icon.

8. Choose Pick > Nothing


to deselect the surfaces.
9. You can modify the placement of the label in the Surface Placement section of the texture
editor window.

In the Rotate section, type 90 degrees to see an alternative label position.

10. Return the label rotation to zero degrees, to get the correct label view.

Toggle off the wireframe and grids using the Show button in the Perspective
window pane.

Tip:

To see how the label graphic is applied to the shader choose Render > Multi-lister >
Shaders. The Multi-lister is an alternative to the Visualize Panel for working with
shaders. (You will use it in the next section to work with lights.)
In the Multi-lister, you can see the label graphic is shown as a File Texture attached
to the Label shader.

If you want to delete the label graphic, you can select it in the Multi-lister and use
Delete > Active on the Multi-lister menus.

Note:

Do not use Delete > Active from the main menus. This command deletes any
geometry selected in the scene.

Save your work


1. Save your work in the wire folder of the Lessons project.
2. Name your file myRender_Basics2.wire.

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