Solid Edge
Rubber Duck Construction Report

3D Solid Modelling: ENG2012L
Tom Tidswell: 03003326
Contents. 1
Summary. 2
Introduction. 2
Methodology. 3
Tools. 3
Sketching. 3
Surfacing -
BlueSurf 3
Surfacing -
Revolved Surface. 3
Surfacing -
Bounded Surface. 3
Curve Tools. 4
Techniques. 4
Sketching –
Insert Image. 4
Sketching –
Line/Curve Tools. 4
Sketching –
Mirroring. 4
Curves –
Cross Curve. 5
Curves –
Project Curve. 5
Curves –
Split Curve. 5
Curves –
Intersection Curve. 5
Surfaces –
Trim.. 6
Surfaces –
Bounded Surface. 6
Surfaces –
Revolved Surface. 6
Surfaces –
BlueSurf 6
Problems. 7
Attempt 1. 7
Attempt 2. 7
Attempt 3. 7
Attempt 4. 8
…Attempt 5. 8
Conclusions. 9
I have now completed my taught modules in Solid Edge, so as
the final piece of coursework, we were to complete a modelling task that would
illustrate our competence at the most recently learnt techniques. These
techniques include a procedure called surfacing, which contains a completely
individual set of tools.
It is in this report that I will illustrate my methodology,
including any observations when using these new tools.
My decision to model a rubber duck for this project was
based on the level of complexity of their shape. I wanted to model something
that would be a challenge, and it did in fact turn out to be one. There are
fewer curves to this than there could be for other choices, but it still allows
me to utilise all the commands inside Solid Edge that I have learned over the
past six months.
The duck design I finally chose is more complex than some
things I could have chosen (inside the bracket of children’s toys) like
rattles, Lego characters etc… It is for this reason that I am satisfied my
choice will stand up to requirements.
There are many useful tools for creating models within solid
edge, as well as many differing ways to go about the same task. The following
few paragraphs are explanations of the commands used, and the tools used
therein.
Generally, sketching is one of the first things to be done.
A few sketches are normally produced, and from these, the model can be created.
I created my model in stages, taking one aspect of the duck at a time, and
modelling that; as a consequence of this, I have several stages worth of
sketches. Out of all the features available while sketching, I used: Line
, Tangent/Arc
, Circle by Centre
, Fillet
, Dimension Tools
, Trim
, Connect
, Concentric
, Horizontal/Vertical
, Parallel
and Equals
. Some of the newly taught methods I employed
include: Mirror
, Lock
, Construction Lines
, Include
, Offset
, Convert to Curve
and Split
. These tools all have fairly self explanatory
names, with exception to possibly Include, Offset and Convert to Curve which
are all used alongside an already prepared sketch; Include to include a sketch
from a different plane, Offset to create a sketch with layered curves/lines and
Convert to allow editing of shapes with previous definitions. I will
demonstrate the instances where these were used in my Techniques section.
BlueSurf is probably the most intuitive tool inside the
Solid Edge package. It is possible to create surfaces no other tool could,
using an intelligent approach to sweeping, lofting and vertex mapping. The
process for creating a BlueSurf surface traverses three steps: “Cross Section
Step”, “Guide Curve Step” and “Insert Sketch Step”. Only the first is
necessary, the latter two being powerful enhancements. As a cross section, a
vertex, a point, or a loop can be selected; cross sections can vary in type,
but only in certain combinations. The Guide Curve Step adds a layer of
functionality so that the surface (defined in the previous step) can take on a
more moulded look, and essentially could be any shape desired (as long as the
surface doesn’t self intersect). One or more guide curves can be used, but only
as long as all the curves intersect all the cross sections at ‘pierce points’ (being
where one sketch is attached to another or a specific point). ‘Insert Sketch’
is functionality which adds yet another level of dynamism to the tool, letting
the profile of the surface be mapped onto a specific plane and be translated
into a sketch. This sketch can then be altered, altering the surface at the
same time. It is required that this sketch does also cross all the cross
sections however.
There is one final thing to note about
BlueSurfs, and this is the presence of additional properties which can affect
the final outcome of the surface. They can change the end-style, the
vertex-mapping and the way that ‘Insert Sketch’ performs; among other similar
changes.
This tool is simple to use and implement. It requires a sketch
profile and an axis about which the profile is rotated. The settings of this
can be changed to have a partially revolved surface with solid/closed or open
ends to having a fully rotated (360°) form. One thing to note is the fact that
the profile must not cross the axis of rotation.
A bounded surface is as simple as it sounds. It simply
creates a surface between a closed loop of curves, as long as the resulting
surface doesn’t self-intersect.
Curve tools are used to create less basic surfaces. They
include: Cross Curve
, Intersect
Curve
, Project Curve
and Split Curve
. Cross Curve takes the data
from two existing curves (drawn on 2D planes), and extrapolates this into 3D
form; this is another way to create a complex surface, as this can be used as
an input for any surfacing tool. Intersect Curve draws a curve where two
surfaces intersect, allowing them to be trimmed, or even a new surface to be
created from that point. Project curve projects a 2D form onto a surface. And
split curve which allows an existing curve to be dissected anywhere along its
length.
I used a variety of the tools I highlighted above, alongside
some others, in the production of my surface model. Below I have constructed a
list illustrating an instance of each, alongside some information about how it
is completed.
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This was the very first tool for me to use. I imported
three different pictures of my rubber duck, and these placed onto their
respective planes – xy, xz, yz.
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When first constructing my sketches I used these tools,
the example illustrates my defining of the ducks rear end, using curves and
lines, and attaching it to the existing surface
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The example shown is my mirroring of the ducks tail
profile. This is to ensure the tail is symmetrical, as well as helping with
dynamically editing it.
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I used cross curve many times in my project, these range
from the ducks tail (shown), to the beak, and even the tongue.
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I needed the base of the wing to follow the profile of the
body, so I first sketched the side profile of the wing, and then projected it
onto the body.
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Split curve was useful to me when creating the wings, as I
had projected the wing as an ellipse; I then needed the ellipse in two
sections to BlueSurf between them.
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In order to thicken the surfaces successfully into a solid
part, the internal structure must be un-sectioned. I achieved this by
creating intersection curves where surfaces met (ie. head and body) so I
could trim them internally later.
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For reasons stated before the internal surface need to be
trimmed. The example here is of when I trimmed the body of where the head
will fit.
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The simplest of the surfacing tools – used here to
complete the base structure.
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I utilised the revolve surface a few different times, I
used full rotation for the head (shown) and half for the front body and eyes.
The axis can be clearly seen here.
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The tool I used most in this project. Here it can be seen
completing the tongue in two separate sections. On the picture, the yellow
pointer shows the vertex mapping (virtually rotation as the vertices are
joined) and the other blue curve is the guide curve (and its plane).
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In all, I had five different attempts at completing this
model. My second attempt nearly became complete, but was not stitching
properly. They were all a slightly different take on the look of the duck, and
each employed a different method for modelling the body. Some of the problems
were, as I said, due to the stitching; but some were down to the method used
not being appropriate for the shape required.
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This was my initial choice of how to pursue the problem,
using a swept surface. This choice resulted in fundamental aesthetic
problems, and also the closer the duck came to the sketches I imported, the
more complex and bloated it became.
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This attempt was also less like the duck I chose, as it
was a continuation of the above attempt. My design continued all the way to
adding the cheeks when I realised that it would refuse to thicken the model
no matter what I did to circumvent the problem.
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This is the design that I came back to and would produce
the model from. The only problem here is the way I went about using the tools.
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This was initially a last ditch attempt to produce a
working body model. As can be seen from the picture, it also has less of a
resemblance to the actual rubber duck. This method also refused to thicken,
so I was at a loss, until…
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This method was a rehashing of attempt three. It
ultimately comes to fruition because of a tolerance set when stitching the
surfaces together. This model is a near perfect likeness of the real rubber
duck.
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I have learned a lot from this exercise. It has taught me how
to surface properly, and has made it easier for me to judge how a surface will
need to be constructed. One thing I definitely didn’t appreciate before
starting this work was how to plan ahead. This resulted in my multiple starts,
and their disconnection form the actual look of the physical rubber duck.
Working with surfaces is actually more forgiving than I
initially thought. They do actually give a level of detail previously
unavailable, and are fairly easy to implement.
As I have already said, the one thing I would do differently
is the initial planning; as this would save time and effort in less false
starts and would probably result in a better looking (and built) model.