Introduce Trauma-Informed Design to Your Organization - CSUN ATC 2024
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1. 3D FACE
3D SOLID
3D SURFACE
3D MESH
PRIMITIVE MESH
3D EDITING COMMANDS
REPORTER: GROUP 2
BUOT, FHIER MARK
CAGUIA, FRANCIA MAE
GANDOLA, GLENN PAULO
FAJARDO, IRIS
JAZARENO, JEFFREY
SUPAN, RAMILO
2. 3D FACE
CREATES A THREE OR FOUR SIDED
SURFACE ANYWHERE IN 3D SPACE. YOU
CAN SPECIFY DIFFERENT Z COORDINATES
FOR EACH CORNER POINT OF A 3D FACE.
3DFACE DIFFERS FROM SOLID, WHICH
CREATES A THREE- OR FOUR-SIDED
SURFACE THAT IS PARALLEL TO THE
CURRENT UCS AND CAN BE EXTRUDED.
4. THREE-DIMENSIONAL SOLID OBJECTS OFTEN START AS ONE OF
SEVERAL BASIC SHAPES, OR PRIMITIVES, THAT YOU CAN THEN
MODIFY AND RECOMBINE. A 3D SOLID OR SURFACE CAN ALSO
BE THE RESULT OF EXTRUDING A 2D SHAPE TO FOLLOW A
SPECIFIED PATH IN 3D SPACE.
3D SOLID AND
SURFACE
5. You can create several basic 3D shapes, known as solid
primitives: boxes, cones, cylinders, spheres, wedges,
pyramids, and tori (donuts).
6. BY COMBINING PRIMITIVE SHAPES, YOU CAN
CREATE MORE COMPLEX SOLIDS. FOR
EXAMPLE, YOU CAN JOIN TWO SOLIDS,
SUBTRACT ONE FROM THE OTHER, OR
CREATE A SHAPE BASED ON THE
INTERSECTION OF THEIR VOLUMES.
7. YOU CAN ALSO CREATE 3D SOLIDS AND
SURFACES FROM EXISTING OBJECTS.
8. THE FOLLOWING METHODS ARE AVAILABLE:
SWEEP. EXTENDS A 2D OBJECT ALONG A PATH.
EXTRUSION. EXTENDS THE SHAPE OF A 2D OBJECT IN A PERPENDICULAR DIRECTION INTO 3D SPACE.
REVOLVE. SWEEPS A 2D OBJECT AROUND AN AXIS.
LOFT. EXTENDS THE CONTOURS OF A SHAPE BETWEEN ONE OR MORE OPEN OR CLOSED OBJECTS.
SLICE. DIVIDES A SOLID OBJECT INTO TWO SEPARATE 3D OBJECTS.
CONVERSION. CONVERTS MESH OBJECTS AND PLANAR OBJECTS WITH THICKNESS INTO SOLIDS AND
SURFACES.
9. VISUAL STYLES WITH 3D OBJECT
Solids and surfaces can be displayed in one of several visual styles
that are applied to the viewport.
10. COMMANDS
BOX
CREATES A 3D SOLID BOX.
CONE
CREATES A 3D SOLID CONE.
CONVTOSOLID
CONVERTS 3D MESHES AND POLYLINES AND CIRCLES WITH
THICKNESS TO 3D SOLIDS.
CONVTOSURFACE
CONVERTS OBJECTS TO 3D SURFACES.
11. CYLINDER
CREATES A 3D SOLID CYLINDER.
EXTRUDE
EXTENDS THE DIMENSIONS OF A 2D OBJECT OR 3D FACE INTO 3D SPACE.
INTERSECT
CREATES A 3D SOLID, SURFACE, OR 2D REGION FROM OVERLAPPING
SOLIDS, SURFACES, OR REGIONS.
INSERT
INSERTS A BLOCK OR DRAWING INTO THE CURRENT DRAWING.
LOFT
CREATES A 3D SOLID OR SURFACE IN THE SPACE BETWEEN SEVERAL
CROSS SECTIONS.
12. PYRAMID
CREATES A 3D SOLID PYRAMID.
REVOLVE
CREATES A 3D SOLID OR SURFACE BY SWEEPING A 2D OBJECT
AROUND AN AXIS.
SLICE
CREATES NEW 3D SOLIDS AND SURFACES BY SLICING, OR
DIVIDING, EXISTING OBJECTS.
SUBTRACT
COMBINES SELECTED 3D SOLIDS, SURFACES, OR 2D REGIONS BY
SUBTRACTION.
SWEEP
CREATES A 3D SOLID OR SURFACE BY SWEEPING A 2D OBJECT
ALONG A PATH.
13. TORUS
CREATES A DONUT-SHAPED 3D SOLID.
UNION
COMBINES SELECTED 3D SOLIDS, SURFACES, OR 2D REGIONS
BY ADDITION.
VISUALSTYLES
CREATES AND MODIFIES VISUAL STYLES AND APPLIES A
VISUAL STYLE TO A VIEWPORT.
WEDGE
CREATES A 3D SOLID WEDGE.
14. EDITING COMMANDS
Like the line and polyline commands, most AutoCAD editing commands can be also utilized to
work in three dimensions. In addition to the standard editing commands, AutoCAD also
provides you with several 3D-specific editing commands intended for use in 3D. We will first
look at the basic 2D editing commands to see how they are utilized in three dimensions.
Using MOVE, COPY, SCALE, and ROTATE in 3D
The basic 2D editing commands in AutoCAD include MOVE, COPY, SCALE, and ROTATE.
Depending upon your view of the 3D model, each of these commands can be easily used in
used in 3D as well. For example, consider the MOVE command. If you are working in an
an isometric view, you can use the MOVE command in combination with object snap
modes to move and place objects in three-dimensional space. This works well when you
you have existing geometry to use—that is, when you have a 3D point to move from and to.
16. THE DEFAULTS YOU SET IN THE MESH PRIMITIVE OPTIONS
DIALOG BOX CONTROL THE APPEARANCE OF NEW MESH
PRIMITIVE OBJECTS. MESH PRIMITIVES INCLUDE BOXES,
CONES, PYRAMIDS, CYLINDERS, SPHERES, WEDGES, AND
TORI.
THIS DIALOG BOX IS ALSO AVAILABLE FROM
THE OPTIONS AND MESH TESSELLATION OPTIONS DIALOG
BOXES.
17. MESH
SPECIFIES THE INITIAL MESH DENSITY FOR EACH TYPE OF
MESH PRIMITIVE BY SPECIFYING THE NUMBER OF DIVISIONS
PER SIDE.
MESH PRIMITIVE
SPECIFIES A MESH PRIMITIVE TO MODIFY. SELECT A
PRIMITIVE TYPE (SUCH AS BOX OR CONE) TO DISPLAY
ITS SETTINGS UNDER TESSELLATION DIVISIONS.
18. TESSELLATION DIVISIONS
For each selected mesh primitive type, sets the default number of divisions for each
side.
Enter a new value to reset the number of divisions for new mesh primitives.
• BOX
Length. Sets the number of divisions for the length of a mesh box along the X axis.
( DIVMESHBOXLENGTH system variable
Width. Sets the number of divisions for the width of a mesh box along the Y axis.
( DIVMESHBOXWIDTH system variable)
Height. Sets the number of divisions for the height of a mesh box along the Z axis.
( DIVMESHBOXHEIGHT system variable)
19. •Cylinder
Axis. Sets the number of divisions around the perimeter of the mesh
cylinder base. ( DIVMESHCYLAXIS system variable)
Height. Sets the number of divisions between the base and the top of the
mesh cylinder. ( DIVMESHCYLHEIGHT system variable)
Base. Sets the number of divisions between the perimeter and the center
point of the mesh cylinder base. ( DIVMESHCYLBASE system variable)
20. Height. Sets the number of divisions between the base and the top of the mesh
pyramid. ( DIVMESHPYRHEIGHT system variable)
Base. Sets the number of divisions between the perimeter and the center point of
the mesh pyramid base. ( DIVMESHPYRBASE system variable)
Sphere
Axis. Sets the number of radial divisions around the axis endpoint of the mesh
sphere. ( DIVMESHSPHEREAXIS system variable)
Height. Sets the number of divisions between the two axis endpoints of the mesh
sphere. ( DIVMESHSPHEREHEIGHT)
21. WEDGE
LENGTH. SETS THE NUMBER OF DIVISIONS FOR THE LENGTH OF A MESH
WEDGE ALONG THE X AXIS. ( DIVMESHWEDGELENGTH SYSTEM
VARIABLE)
WIDTH. SETS THE NUMBER OF DIVISIONS FOR THE WIDTH OF THE MESH
WEDGE ALONG THE Y AXIS. ( DIVMESHWEDGEWIDTH SYSTEM VARIABLE)
22. BASE. SETS THE NUMBER OF DIVISIONS BETWEEN THE MIDPOINT OF
THE PERIMETER OF THE TRIANGULAR SIDE OF THE MESH WEDGE.
WEDGE. ( DIVMESHWEDGEBASE SYSTEM VARIABLE)
TORUS
RADIUS. SETS THE NUMBER OF DIVISIONS AROUND THE
CIRCUMFERENCE OF THE PROFILE THAT FORMS THE TUBE OF THE
THE TORUS. ( DIVMESHTORUSSECTION SYSTEM VARIABLE)
SWEEP PATH. SETS THE NUMBER OF DIVISIONS AROUND THE
CIRCUMFERENCE OF THE PATH THAT IS SWEPT BY THE PROFILE.
( DIVMESHTORUSPATH SYSTEM VARIABLE)
23. DISPLAYS DIFFERENT VIEWS OF THE CHANGES YOU MAKE.
ZOOM EXTENTS BUTTON
SETS THE PREVIEW DISPLAY SO THAT THE IMAGE FITS ENTIRELY WITHIN THE
PREVIEW WINDOW.
PAN BUTTON
MOVES THE IMAGE HORIZONTALLY AND VERTICALLY WITHIN THE PREVIEW WINDOW.
WINDOW. YOU CAN ALSO PAN BY HOLDING DOWN THE SCROLL WHEEL OF YOUR MOUSE
YOUR MOUSE AS YOU MOVE THE MOUSE.
ZOOM BUTTON
CHANGES THE MAGNIFICATION OF THE PREVIEW IMAGE. WHEN THE BUTTON IS
BUTTON IS SELECTED, HOLD THE LEFT MOUSE BUTTON AND DRAG UPWARDS TO ZOOM
UPWARDS TO ZOOM IN OR DOWNWARDS TO ZOOM OUT.
YOU CAN ALSO ROLL THE MOUSE SCROLL WHEEL TO ZOOM IN OR OUT AT ANY TIME.
24. ORBIT BUTTON
ROTATES THE PREVIEW IMAGE WITHIN THE PREVIEW WINDOW AS YOU DRAG
DRAG THE IMAGE WITH THE MOUSE.
PREVIEW WINDOW
DISPLAYS A WIREFRAME EXAMPLE OF THE TESSELLATION DIVISIONS SETTINGS.
25. PREVIEW SHORTCUT MENU
DISPLAYS THE FOLLOWING OPTIONS ON A SHORTCUT MENU WHEN YOU
YOU RIGHT-CLICK THE PREVIEW IMAGE.
ZOOM EXTENTS. SETS THE PREVIEW DISPLAY SO THAT THE IMAGE FITS
ENTIRELY WITHIN THE PREVIEW WINDOW.
PAN. MOVES THE IMAGE HORIZONTALLY AND VERTICALLY WITHIN THE
PREVIEW WINDOW.
ZOOM. CHANGES THE MAGNIFICATION OF THE PREVIEW IMAGE.
VISUAL STYLES. SETS THE PREVIEW DISPLAY IN THE DIALOG BOX TO BE 3D
HIDDEN, 3D WIREFRAME, CONCEPTUAL, OR REALISTIC.