Tutorial Alias Design
Tutorial Alias Design
In this part of the tutorial, open a file in Alias and set the project to work in.
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.
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
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
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.
Maximize the Top view by clicking the icon in the top right corner.
To choose the Cylinder tool, press and hold the mouse button on Sphere icon until
the entire Primitives submenu appears.
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.
(Windows) or
(Mac) key.
Release the
(Windows) or
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:
key.
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 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
Note:
In the next part, you line up the cylinder to the grid line, to make the lamp base sit
on the ground.
The wire folder of the Lessons project now displays in the file browser.
6. In the File name field, type mydesklamp and press
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
It is good modeling practice to save often as insurance against having to start from
the very beginning when you make a mistake.
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
The pivot point snaps precisely onto the bottom edge of the cylinder.
Tip:
to step back.
(Windows) or
with the
in any direction. The cylinder moves so that its pivot point always snaps to a
grid intersection.
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
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.
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.
A third cylinder is created in the same position as the second, and is active, ready to
be moved.
2. Choose Transform > Move
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
The
The
4. Using the
5. Adjust the length of the second pillar by choosing Transform > Non-p Scale
dragging with the
and
(Windows) or
Move the cylinder to the hinge position by clicking and dragging with the
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.
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.
Note:
Make the sketch visible again by selecting the same submenu and choosing Visible.
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
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.
The word node is highlighted. Type Base to rename the group, then press
(Windows) or
(Mac).
. 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
).
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.
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.
-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.
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.
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
tool.
4. Scale the half-sphere to match the width of the large outer curves on the sketch.
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.
10. Display all four views by choosing Layouts > All Windows > All Windows
15. Reposition and scale the cylinder. Choose Transform > Scale
the cylinder to a size suitable for the end of the lampshade .
reduce
16. Position the cylinder to match the sketch. Choose Transform > Move
-click on the Sketch_Lampshade item and choose Visible from the drop-down
menu to hide the sketch.
3.
-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
You have now built all the components of the lamp, and it is ready to assemble.
4. Rotate the lampshade about the y-axis. Choose Transform > Rotate
2.
-click on the selected objects in the Object Lister and choose Group from the dropdown menu (or choose Edit > Group
).
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
. Hold the
These groups and subgroups allow you to move and rotate different components of
the lamp.
2. Maximize the perspective view.
6. With the Transform > Rotate tool still active, use the
about the y-axis.
You can position the lamp in many different poses, by picking and rotating
individual groups around the x, y, and z axes.
to make it
2. Color all objects in the scene by choosing the Multi Color shade 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:
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.
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.
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:
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:
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
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
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
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
Remember, CVs do not lie on the curve; they lie on the hull.
6. Continue picking and moving CVs until the curve matches the sketch.
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.
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
When you release the mouse button the revolved surface automatically updates.
+ 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.
.
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.
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.
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
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
Tip:
As the CVs are small, it is sometimes easier to select them by dragging a pick box
around each one.
Check that the three CVs are selected and shown in yellow, and that there are two
unselected (red) CVs between each corner CV.
.
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.
A second curve is created and placed at the same location as the first. This curve is
selected and ready to move.
6. With the curve still selected, click the CV/Hull checkbox in the Control Panel Display
section to turn on the CVs and Hulls.
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
or the F9 hotkey.
13. In the Control Panel, click the CV/Hull checkbox to turn off the CVs.
14. Choose Pick > Nothing
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
or F8.
4. Select the second triangular curve as the top edge of the side wall.
7. Now, you are prompted to select the next curve. Click the smaller circle at the top of the
base.
Click the Go button that appears in the bottom right of the screen.
Tip:
F9 is the hotkey for Layouts > All Windows > All Windows
screen to show all four views at any time.
For information on creating the Lessons project, or saving your work, see Save your work.
or F6.
and
(Windows) or
and
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.
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.
(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.
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.
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
The surface is created. The blue manipulator that displays can be used to change the
surface.
16. Choose Pick > Nothing
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
You no longer need the reference sketches, so hide the canvas plane by choosing
WindowDisplay > Toggles > Canvas Planes
(Windows) or
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.
A small circle is placed at the origin. The CVs are highlighted in yellow and the
manipulator is showing.
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
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
and drag a box around the circle CVs and the first two
or the F8 hotkey.
The small circle is at the start of the path curve, centered on the side wall of the
base.
and
(Windows) or
and
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.
to tumble
4. You are prompted to select the extrude path. Click the long wavy curve.
to create a layer.
(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
6. Drag a pick box around all of the objects to choose all the curves.
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.
(Windows) or
(Mac).
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
The cable surface is still visible, but is shown in pale blue and cannot be selected.
Note:
The surfaces are now shown with dark blue lines, which indicate they have no
construction history.
2. In the Control Panel, click the CV/Hull checkbox to turn on the CVs and Hulls for the
surface.
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.
Click Accept.
7. Choose Pick > Nothing
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.
9. Click the red hull line connecting the third row of CVs in from the outer edge.
Now move these hulls, and the associated CVs, upwards in the Left view, to sculpt
the surface.
10. Choose Layouts > Left
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
2. On the Control Panel, choose CV/Hull to turn on the CVs and Hulls for the handle 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.
. Drag a pick box around the top right set of CVs shown
The first modification is to the shape of the handle, so make the transforms in the
Top view.
5. Choose Layouts > Top
and
to zoom.
(Windows) or
Tip:
Click and drag away from any of the geometry to avoid selecting different
geometry.
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
11. Choose Transform > Non-p Scale and click and drag the
outwards to the side.
and click and drag a box around all the CVs at the top
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.
The pivot point for the CVs is placed in the center of the CVs.
6. On the Control Panel, click the CVs/Hulls check to turn the CVs and hulls off.
7. Choose Pick > Nothing
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.
to move the sphere to half way between the handle and the edge of the
10. With Transform > Non-p Scale still selected, drag upwards using the
sphere, making an oval shape for the button.
to stretch the
and
(Windows) or
and
to tumble the
6. Open the Ground Plane section by clicking the small arrow next to it.
o
o
Change the Shadow Position. From the Shadow Position drop-down menu, which
is set to Directly above by default, choose 45 degrees right.
(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.
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
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.
Objectives
This lesson introduces you to more surface building techniques. Learn how to:
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:
If the modeling views do not occupy the full size of the Alias window, choose
Layouts > All Windows > All Windows
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.
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.
6. Use the
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.
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.
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.
A monorail surface is created that blends smoothly between the two generation
curves.
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.
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.
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.
The surfaces are intersected. Two curves-on-surface are created, one on each
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.
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.
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.
tool.
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.
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.
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.
6. In the Flow Control section, the Start and End options are set to Default.
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.
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.
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.
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
4. Use the F9 hotkey to display all four views, to check that the copied curve is outside the
main body.
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.
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.
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 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.
(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
(Mac) to adjust
The fillet is rebuilt to the larger size, providing a more comfortable handle design.
9. Choose Pick > Nothing
10. You have now completed the main body shape for the vacuum cleaner design.
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.
Note:
The surfaces are no longer highlighted in pink, as the new curve is a new copy with
no relationship to the surfaces.
(Windows) or
(Mac)
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.
Three surfaces are created, following the shape of the upper surface.
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.
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
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.
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.
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.
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.
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.
. 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 create a layer.
. Pick the half cylinder and the upper surface of the vacuum
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
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.
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.
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.
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
9. Make the power_button layer visible by clicking the box beside it.
You have now completed the main vacuum cleaner body surfaces.
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 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.
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.
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.
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.
Make sure that your curve is long enough to extend beyond the body surfaces.
2. Choose Pick > Nothing
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.
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.
Zoom in to make it easier to select a part of the fillet surface with no lines.
, or press the
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.
. 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
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.)
(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 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
(Mac).
(Windows) or
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.
(Windows) or
(Mac) to
Note:
If you want to adjust the design, move the surfaces freely using the mouse buttons.
4. Choose Pick > Nothing
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.
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.
and drag a pick box around all of the surfaces to select them.
The vacuum cleaner surfaces are mirrored, and the whole design can now be
viewed.
5. Choose Pick > Nothing
Conclusion
Congratulations! You have completed the vacuum cleaner model and have used
intersecting and trimming to create a detailed, complex model.
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.
Objectives
Learn how to:
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.
A dialog box appears, asking if you want to delete all objects, shaders, views and
actions.
Click Yes.
An empty file is created.
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.
3. Set the Grid Spacing to 10.0 mm in the Preset Grid Options window.
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
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
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)).
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
10. Now use the Curve Fillet tool to create a smooth corner.
Choose Curve Edit > Create > Fillet Curves
An Accept button appears and you are prompted to adjust the fillet radius.
Radius = 100.0000. Adjust the radius using mouse or keyboard:
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.
and drag a pick box over all the curves to select them
4. You are asked about losing construction history, which relates to the fillet curve.
Answer Yes.
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.
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.
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.
4. Now create some small Flange surfaces to represent the split-line detail.
Choose Surfaces > Multi-Surface Draft
option window.
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.
8. To finish off the sidewalls, create another set of flange surfaces to meet the
centerline.
Choose Surfaces > Multi-Surface Draft
the option window.
10. Choose the three edges of the flange surface you created and click Build.
The side profile of the surfaces shows how the draft angles and split-line detail have
been accurately created.
12.
(Windows) or
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.
(Windows) or
(Mac) key) to
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.
4. Click Build to create the round surfaces and trim back the draft surfaces.
and drag a selection box over all the surfaces to select them.
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.
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.
and drag a pick box over all the geometry to select it.
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.
Note: Alternatively, you could have dragged the pink arrow down to the desired location.
Select the fillet_piece edge to create a curve that is a duplicate of the surface edge.
6. With the curves still highlighted, choose Object Edit > Offset
Enter to preview the top and side curves for the screen.
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.
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
(Windows) or
(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.
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.
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.
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.
5. Now project the outer set of curves onto the top plane. Click the plane surface to select it
and click Go.
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.
Next trim the front face of the casing to create the opening for the screen.
11. Choose Surface Edit > Trim > Trim Surface
trim.
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.
(If you want, use the Show menu in the window title bar to turn off the Model and
Grid for a better view.)
The following image shows the dimensions for the Navigation Key profile. Revolve this
profile to create the button surfaces.
to create a layer for the central navigation key. Change the layer
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
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.
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:
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
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.
Assign the grouped surfaces to the NaviKey layer, and make it inactive.
Create the button surfaces using the Revolve, and Round tools.
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.
. You are prompted to place the start point of the arc. Use point snap (
(Windows) or
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.
8. Maximize the Top window. Leave the curve selected. Use it to create a revolved surface.
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.
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.
3. Press the
Trim Curves
Next trim the two arcs and the line to create the outline of a single button.
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.
When prompted to select the trimming curves, first choose the outer arc.
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
.
4. Choose Surface Edit > Trim > Trim Surface
5. Click the middle draft surface, then click it again to select it for trimming.
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.
to select all the curves and Assign them to the Curves layer.
13. Select all the surfaces and choose Delete > Delete Construction History
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.
The advantage of using the round tool on multiple edges is that the blended corner surfaces
are built automatically.
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.
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
Now use the center keypoint on the new line to position the buttons.
6. Make the NaviKey and the Control Buttons layers Pickable.
(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.
14. Use the Show menu in the window title bar to turn off the Model and Grid for a better
view.
Conclusion
Congratulations! You have created an accurate model of the MP3 Player.
You have learned to:
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.
Objectives
Learn how to:
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.
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 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.
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.
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.
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.
3. Now that you have built the main surfaces, turn off the Curves layer, leaving only the
surfaces visible on the screen.
One row of CVs is aligned to the other surface. Positional is the default continuity
when you create the skin surface.
Tangent Continuity
Curvature Continuity
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.
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.
13. In the Back window, select the hull of the second row of CVs from the top by
clicking the red hull line.
Note:
The pivot point for the CVs defaults to the origin, so the CVs scale correctly.
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.
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
(Windows) or
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.
7. Press the
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.
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:
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
7.
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.
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.
Note:
You cannot use Detach in this case to cut the surface, as the desired shape does not follow
the isoparms of the surface.
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.
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.
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.
There are two identically shaped curves for the skin surface; use these curves to
create the 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.
. Double-click the
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
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
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.
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
Click the vertical edge of the label surface, near the curve.
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.
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.
tool.
Click the edge between the neck and the shoulder surfaces.
4. Reduce the radius. Type a value of 2.5 on the prompt line and press Enter.
As there are two edges at the base, click first on main bottle surface edge.
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.
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.
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.
9. When prompted to select the trim regions, click the part of the bottle surface to keep, as
shown.
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.
The surfaces have now been trimmed to allow the logo details to be embossed.
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
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.
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.
9. Press the
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
You are asked if you want to remove the construction history answer Yes.
13. Carefully drag the middle arrows using the
logo curves.
Tip:
If you over-extend the surface, type in 0 at the prompt line to return the surface to
its original shape.
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.
Next trim the offset so that only the three inner shapes remain.
5. Select the Surface Edit > Trim > Trim Surface
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
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.
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.
9. Finally, make sure all the surfaces are assigned to the Bottle layer.
2. Click the Bottle layer to make it active. It displays in yellow with a blue border.
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.
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.
4. Click Classify.
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.
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.
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:
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:
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.
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.
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.
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.
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
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.
Below the resident Shaders section, there are four icons. Click the Copy Current
Shader
Tip: To expand the window to display all the options without scrolling, click the expand to
fit icon in the window titlebar.
The color chip updates, and the Bottle shader shows the new color.
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.
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.
A small bright highlight appears on the caps illustrating a glossy plastic material.
2. Modify the Shinyness value to make the highlight on the cap smaller.
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.
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.
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.
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.
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.
6. Assign the Label shader to the label surfaces using the Visualize Panel Assign
icon.
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.