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INTRODUCTION
Up to now, you have worked with two dimensional images on your screen, how
much like you would on paper. But drawing in paper is hopelessly inadequate when it
comes to 3D object manipulation. In AutoCAD, you can draw, edit, rotate, scale, and
stretch 3D objects much as you work with 2D objects. You can move your viewpoint
your around the 3D models, using different views of it to help visualize, create, present
the design. If you need the side view, you just move your viewpoint again. This
visualization can solve many difficult design problems.
You can use 3D model to create complex shape or find intersection and other
design relationship that would be difficult or impossible to draw manually. And with
AutoCAD solid modeling extension (AME), creating a 3D modeling is a lot like
manufacturing the actual product.
When you work in 3D, there is both a fixed coordinate system and a movable one. The
movable user coordinate system is useful for entering coordinates, establishing drawing
planes, and setting views.
AutoCAD provides two coordinate systems: a fixed coordinate system called the world
coordinate system (WCS) and a movable coordinate system called User Coordinate
System (UCS). The UCS is useful for entering coordinates, defining drawing planes,
and setting views. Changing the UCS does not change your view point. It changes only
the orientation and tilt of the coordinate system.
If you are creating 3D objects, you can relocate the UCS to simplify your work. For
example, if you have created a 3D box, you can edit each of its six sides easily by
aligning the UCS with each side as you edit it.
You relocate a UCS by choosing the location of the origin point and the orientation of
the XY plane and the Z axis. You can locate and orient a UCS anywhere in the 3D
space. Only one UCS is current at any given time, and all coordinate input and display
is relative to it. If multiple viewport is display they share the current UCS. With the
UCSVP system variable turned on, you can lock a UCS to a viewport automatically
restoring the UCS each time that viewport is made current.
When drawing in 3D, you specify X, Y, and Z coordinate values in either the world
coordinate system (WCS) or the current user coordinate system (UCS).
The WCS and the UCS are often coincident – their axes and origin point overlap
exactly. No matter how you orient the UCS, you can always make it coincident with the
WCS by using the World option of the UCS command.
Use the right hand rule to determine the positive axis direction of the Z axis when
you know the direction of the X and Y axes in 3D coordinate system. You can also use
the right hand rule for determining the positive direction rotation about in axis in 3D
space.
Several methods are available for manipulating the user coordinate system in
3D. You can also save and restore user coordinate system orientation.
You define a user coordinate system (UCS) to change the location of the 0, 0, 0
origin point and the orientation of the XY plane and z axis. You can locate and orient a
UCS anywhere in 3D space, and you can define, save, and recall as many UCS as you
require. Coordinate input and display are relative to the current UCS.
UCS are especially useful in 3D. You may find it easier to align the coordinate
system with existing geometry than to figure out the exact placement of a 3D point.
If you do not want to define your own UCS, you can choose from several preset
coordinate systems. The images on the Orthographic UCS tab of the UCS dialog box
show the available choices.
If you have already specified a UCS orientation, you can choose from several preset
option shifts the UCS relative to the current UCS orientation or relative to the default
world coordinate system (WCS). This option has no effect if you restore the WCS,
restore the previous UCS, or set the UCS to the current view.
Multiple viewport provide different views of your model. For example, you might
set up viewports that display top. Front, right, side, and isometric views. To facilitate
editing objects in different views, you can define a different UCS for each view. Each
time you make a viewport current, you can begin drawing using the same UCS you
used the last time that viewport was current.
The UCS in each viewport is controlled by the UCSVP system variable when
UCSVP is set to 1 in a viewport. The UCS last used in that viewport is saved with the
viewport and is restored when the viewport is made current again. When the UCS is set
to 0 in a viewport, its UCS is always the same as the UCS in the current viewport .
The example is illustrated in the following figures. The first figure shows the
isometric viewport reflecting the UCS of the upper-left, or top, viewport, which is current.
To indicate the location and orientation of the UCS, AutoCAD display the UCS
icon either at the UCS origin point or in the lower-left corner of the current viewport.
You can choose one of three styles of icon to represent the UCS
If the icon is displayed at the origin of the current UCS, a cross (+) appears in the
icon. If the icon is displayed in the lower-left corner of the viewport, no cross appears in
the icon.
AutoCAD displays the icon in various way to help you visualize the orientation of
the drawing plane. If you have multiple viewports, each viewport display its own UCS
icon. AutoCAD displays the UCS icon in various ways to help you visualize the
orientation of the drawing plane. The following figures show some of the possible icon
displays.
You can use the UCSICON command to switch between UCS icon and the 3D
UCS icon. You can also use the command to change the size, color, arrowhead type,
and icon line width of the 3D UCS icon.
The UCS icon broken pencil icon replaces the 2D icon when the viewing direction
is in a plane parallel to the UCS XY plane. The broken pencil icon indicates that the
edge of the XY plane is almost perpendicular to your viewing direction. This icon warns
you not to use your pointing device to specify coordinates.
SPECIFY A 3D VIEW
Overview of specifying a 3D view:
You can display parallel and perspective views with several commands to
facilitate constructing and visualizing 3D models.
When working in 3D, you’ll often want to display several different views so that
you can easily verify the 3D effect of your editing. One of these viewpoints is often an
isometric view to reduce the number of visually overlapping objects. From a selected
viewpoint, you can create new objects, edit existing object or generate a hidden line or
shaded view.
• View a parallel projection of your model based on the XY plane of the current
UCS.
You can view the parallel projection of a 3D model from any point in model
space. To determine the point or angle in model space, you can
Change to a view of the XY plane of the current UCS, a saved UCS, or the WCS.
Set front and back clipping planes to limit the objects being displayed.
To understand how the isometric view work, imagine you are looking down
at the top of the box. If you move toward the lower-left corner of the box, you are
viewing the box from the SW isometric view. If you move toward the upper-right
corner of the box, you are viewing it from NE isometric view.
This point represents your position in 3D space as you view the model
while looking toward the origin (0, 0, 0). Viewpoint coordinate values are relative
to the WCS unless you change the WORLDVIEW system variable. The
conventions for defining standard views differ between architectural (AEC) and
mechanical design. In AEC design, the perpendicular view of the XY plane is the
top or plan view, in mechanical design, the perpendicular view of the XY plane is
the front view.
You can rotate a view using DDVPOINT. The following illustration shows a
view defined by two angles relative to the x axis and the XY plane of the WCS.
You can view the parallel projection of a 3D model from any point in model
space.
CREATE 3D OBJECTS
Overview of 3D objects:
Although 3D models can be more difficult and time consuming to create than 3D
views of 2D objects, 3D modeling has several advantages. You can:-
Check interferences.
Do engineering analysis.
AutoCAD supports three type of 3D modeling: wireframe, surface and solid. Each
type has own creation and editing techniques.
Solid modeling is the easiest type of 3D modeling to use. With the AutoCAD solid
modeler, you can make 3D objects by creating basic 3D shapes: boxes, cones, cylinder,
spheres, wedges, and ton (donuts). You can then combine these shapes to create more
complex solids by joining or subtracting them or finding their intersecting (overlapping)
You can set the thickness for the new objects you create in AutoCAD with the
thickness system variable. Change the thickness of an existing object by using the
PRPOERTIES command. AutoCAD applies the extrusion uniformly on an object: a
single object cannot have different thickness for its various points.
You may need to change the 3D viewpoint to see the thickness of an object.
Creating 3d models can be more difficult and time-consuming than the 2D views.
Here are some of the tips that will help your work more effectively:
Plan and organize your model so that you can turn off layers to reduce the
complexity of the model. Color can help you with differentiate between objects in
various ways.
Use multiple views, especially isometric views, to make visualizing the model and
selecting objects easier.
Become adept at manipulating the UCS in 3D. The XY plane of the current UCS
operates as a construction plane to orient planar objects such as circle and arcs.
The UCS also determines the plane of operation for trimming and extending,
offsetting, and rotating objects.
Use object snaps and grid snaps carefully to ensure the precision of your model.
Use coordinate filters to drop perpendiculars and easily locate points in 3D based
on the location of points on other objects.
With AutoCAD you can create wireframe models by positioning any 2D planar
object anywhere in 3D space, using several method:
Setting the default construction plane (XY plane) on which you will draw the
object by defining a UCS.
Moving or copying the object to its proper 3D location after you create it.
Wireframe modeling is a skill that requires practice and experience. The best
approach to learning how to create wireframe models is to begin with simple
models before attempting models that are more complex.
A solid object represents the entire volume of an object. Solids are most
informationally complete and at least ambiguous of the 3D modeling types. Complex
solids are also easier to construct and edit than wireframes and meshes.
You create solids from one of the solid shapes of box, cone, cylinder, sphere,
torus, and wedge or by extruding 2D object along a path or revolving a 2D object about
an axis.
Once you have created a solid in this in this manner, you can create more
complex shapes by combining solids. You can join solids, subtract solids from each
other, or find the common volume (overlapping portion) of solids.
Like meshes, solids are displayed as wireframe until you hide, shade, or render
them. Additionally, you can analyze solids for their mass properties (volume, moment of
inertia, center of gravity and so on). You can export data about a solid object to
applications such as NC (Numerical Control) milling or FEM (finite element method)
analysis. By exploding a solid, you can break it down to mesh and wireframe objects.
The ISOLINE system variable controls the number of tessellation lines used to
visualize curved portion of the wireframe. The FACETRES system variable adjusts the
smoothness of shaded and hidden-line objects.
You can use BOX to create a solid box. The base of the box is always parallel
the XY plane of the current UCS.
You can use CONE to create a solid cone defined by a circular or an elliptical
base tapering to a point perpendicular to its base. By default, the cone base lies on the
XY plane of the current UCS. The height, which can be positive or negative, is parallel
to the Z axis. The Apex determines the height and orientation of the cone.
To create a truncated cone or a cone that requires a specific angle to defines its
side, draw a 2D circle and then use EXTRUDE to taper the circle at an angle along the
z axis. To complete the truncation, you can subtract a box from the tip of the cone with
the SUBTRACT command. CIRCLE creates a circle from which you can create a cone
using EXTRUDE with its taper option. The 3D command creates a conical shape
defined by surfaces only.
You can use CYLINDER to create a solid cylinder with a circular or an elliptical
base. The base of the cylinder lies on the XY plane of the current UCS.
If you want to construct a cylinder with special detail, such as grooves along its
sides, create a 2D profile of its base with a closed PLINE and use EXTRUDE to define
its height along the Z axis. CIRCLE creates a circle from which you can create a
cylinder using EXTRUDE.
You can use SPHERE to create a solid sphere based on a center point and a
radius or diameter. Its latitudinal lines are parallel to the XY plane, and the central axis
is coincident with the Z axis of the current UCS.
To create a dome or dish, combine a sphere with a box and use SUBTRACT. If
you want to create a spherical object that has additional detail, create 2D profile and
use REVOLVE to define a rotation angle about the Z axis. The 3D command creates a
spherical shape defined by surfaces only.
You can use TORUS to create a ring-shaped solid similar to the inner tube of a
tire. The torus is parallel to and bisected by the XY plane of the current UCS.
You can use WEDGE to create a solid wedge. The base of the wedge is parallel
to the XY plane of the current UCS with the sloped face opposite the first corner. Its
height, which can be positive or negative, is parallel to the Z axis.
With EXTRUDE, you can solids by extruding (adding thickness to) selected
objects. You can extrude closed objects such as polylines, polygons, rectangles, circles,
and many more. You cannot extrude 3D objects, objects contained within a block,
polylines that have crossing or intersecting segments or polyline that are not closed.
You can extrude an object along a path, or you can specify a height value and a taperen
angle.
-3 Point: Specifies new UCS orgin and the pirection of its positive x and y axis
-World: Set the current use coordinate system to the world coordinate system
-UCS Previous: Restore the previous UCS.The program retains the last to
coordinate systems create in paper space and model space
-Apply: Applies the current UCS setting to a specified view point or all acitive when
other view ports have a different UCS save in the UCS
-View:Establishes a new coordinate system with the x,y plane perpendicular to your
viewing direction
-Name UCS: Save and Restore commonly used UCS orientations by name
-3D Pan: Starts the interactive 3D view and enables you to dro.the view horizontally
and vertically
-3D Zoom: starts the interactive 3D view and allows you to zoom in and out on the
view
-3D Continuos Orbit:Starts the interactive 3D view with continuos orbi active in the
3D view
-3D Swivel: Interactive 3D view and simulates the effect of turning the camera
-3D Adjust Distance: Interactive 3D view and makes object appear closer atau
farther away
-3D Adjust Clips Planes: Interactive 3D view and open the adjust clipping planes
window
-Front Clip On/Off: Toggtes the front clipping plane on or off in the 3D orbit
-Back Clip On/Off: Toggtes the back clipping plane on or off in the 3D orbit
CONCLUSION
After several preparation and research, finally I’ve finished the assignment about
the “Introduction AutoCAD in 3D”. when I searching for the source and reference, I
slowly understand and know a lot about the icons for making the 3D objects, the
command that suppose to use, how the UCS function and many more.
I strongly feel that when I’ve been given tutorials for making the 3D objects, I can
do it with more confidence and make fewer mistakes. I even feel that I can reduce the
time making those tutorials after I’ve done this assignment. AutoCAD also makes a lot
of work become easier than making the drawing in manual.
In 3D models, we can view the model from any vantage point, generate reliable
standard and auxiliary 2D views automatically, do engineering analysis, Extract
manufacturing data, and export the models to create an animation.