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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,080 --> 00:00:04,480 In today's video I'm going to teach you how to 2 00:00:01,599 --> 00:00:06,799 design meshes or fabrics of this style, 3 00:00:04,480 --> 00:00:08,599 printed entirely in 3D from scratch. I'm 4 00:00:06,799 --> 00:00:10,519 going to show you the different types 5 00:00:08,599 --> 00:00:12,000 you can make depending on the use you 6 00:00:10,519 --> 00:00:14,280 want to give it, more mechanical, more 7 00:00:12,000 --> 00:00:16,160 decorative, the pros and cons of 8 00:00:14,280 --> 00:00:17,800 each type of mesh. And most importantly, I 9 00:00:16,160 --> 00:00:19,279 'm going to teach you how to design them from 10 00:00:17,800 --> 00:00:21,960 scratch. I've been looking for information on 11 00:00:19,279 --> 00:00:23,599 YouTube and nobody explains how this is designed 12 00:00:21,960 --> 00:00:26,560 . So in this video I'm going to 13 00:00:23,599 --> 00:00:29,000 show you how to design all kinds of 14 00:00:26,560 --> 00:00:31,640 3D printed meshes. I'm Iker, you're at 15 00:00:29,000 --> 00:00:33,440 Caning Custom and let's get down to business. A 16 00:00:31,640 --> 00:00:35,320 couple of weeks ago I downloaded this 17 00:00:33,440 --> 00:00:37,520 3D model from Printables, which is basically a 18 00:00:35,320 --> 00:00:39,559 flexible coaster that takes up very little 19 00:00:37,520 --> 00:00:40,640 space for my morning coffee. 20 00:00:39,559 --> 00:00:42,320 I liked it so much that I started 21 00:00:40,640 --> 00:00:44,120 researching how 22 00:00:42,320 --> 00:00:45,800 these types of meshes are designed, and to my surprise, 23 00:00:44,120 --> 00:00:47,280 I found practically no 24 00:00:45,800 --> 00:00:48,800 information on YouTube. There are people who 25 00:00:47,280 --> 00:00:50,640 teach different types of mesh, but 26 00:00:48,800 --> 00:00:52,079 nobody teaches you how to design them. 27 00:00:50,640 --> 00:00:54,039 Therefore, on this channel, since we are dedicated 28 00:00:52,079 --> 00:00:55,359 to 3D modeling and teaching it, I 29 00:00:54,039 --> 00:00:57,239 am going to show you how it is done. The goal 30 00:00:55,359 --> 00:00:59,120 of this video is for you to understand the 31 00:00:57,239 --> 00:01:00,800 differences between each mesh, understand 32 00:00:59,120 --> 00:01:02,680 how it works, and most importantly 33 00:01:00,800 --> 00:01:04,320 , to learn how to design meshes 34 00:01:02,680 --> 00:01:06,280 from scratch so that you can be completely 35 00:01:04,320 --> 00:01:07,799 independent and get the most out of 36 00:01:06,280 --> 00:01:09,200 your 3D printers. Here's 37 00:01:07,799 --> 00:01:10,680 how I've structured the video. I'm taking this opportunity 38 00:01:09,200 --> 00:01:12,759 to do a little self-promotion. We have a 39 00:01:10,680 --> 00:01:14,360 complete Fusion 360 course from scratch 40 00:01:12,759 --> 00:01:15,799 so you can learn to model any 41 00:01:14,360 --> 00:01:17,600 part on our website. 42 00:01:15,799 --> 00:01:19,680 I'll give you more information later, but first I 43 00:01:17,600 --> 00:01:21,560 'm going to show you the two main types of mesh 44 00:01:19,680 --> 00:01:23,960 we have, their pros and cons, 45 00:01:21,560 --> 00:01:25,439 and in what case we will design each 46 00:01:23,960 --> 00:01:27,079 one. So let's go for it. 47 00:01:25,439 --> 00:01:29,240 Perfect. So, what types of mesh do 48 00:01:27,079 --> 00:01:31,560 we have? I've been researching and I've 49 00:01:29,240 --> 00:01:34,159 found two main types. A 50 00:01:31,560 --> 00:01:36,280 square mesh that has this shape 51 00:01:34,159 --> 00:01:37,720 underneath. Now I will explain what advantages 52 00:01:36,280 --> 00:01:39,479 and disadvantages this mesh has. If you 53 00:01:37,720 --> 00:01:42,200 look closely, we've added a 54 00:01:39,479 --> 00:01:44,680 dragon scale texture to this one, which looks 55 00:01:42,200 --> 00:01:46,680 amazing. And then we have this mesh. 56 00:01:44,680 --> 00:01:48,079 If you look closely, it's much more flexible; 57 00:01:46,680 --> 00:01:50,759 on one side it has a 58 00:01:48,079 --> 00:01:52,240 hexagonal pattern, on the other it has this 59 00:01:50,759 --> 00:01:54,320 super curious shape that seems 60 00:01:52,240 --> 00:01:56,360 super complex, but 61 00:01:54,320 --> 00:01:58,320 the design of this skin isn't very mysterious. This 62 00:01:56,360 --> 00:02:00,000 mesh was designed by NASA. This is the 63 00:01:58,320 --> 00:02:01,840 mesh they use at NASA, and each one 64 00:02:00,000 --> 00:02:03,280 has its pros and cons. I'll show you 65 00:02:01,840 --> 00:02:05,159 some close-up images 66 00:02:03,280 --> 00:02:06,880 so you can see the differences, and we'll 67 00:02:05,159 --> 00:02:08,399 do a technical analysis of both 68 00:02:06,880 --> 00:02:10,479 meshes so you understand how 69 00:02:08,399 --> 00:02:12,040 each one works and in what case we would use 70 00:02:10,479 --> 00:02:14,280 one or the other. So, with introductions 71 00:02:12,040 --> 00:02:15,800 done, let's move on to the technical analysis. 72 00:02:14,280 --> 00:02:17,640 Okay, so I'm going to explain what you need to 73 00:02:15,800 --> 00:02:19,239 take into account when designing a mesh 74 00:02:17,640 --> 00:02:20,920 . And here we're going to have 75 00:02:19,239 --> 00:02:23,680 three main factors. The first one 76 00:02:20,920 --> 00:02:25,480 will be flexibility, the ability to 77 00:02:23,680 --> 00:02:26,840 bend at a more or less 78 00:02:25,480 --> 00:02:28,319 pronounced angle. Then we would have 79 00:02:26,840 --> 00:02:29,959 reliability when printing. 80 00:02:28,319 --> 00:02:31,440 Depending mainly on the first 81 00:02:29,959 --> 00:02:33,120 layer, it will be more or less easy to 82 00:02:31,440 --> 00:02:34,560 print. And the third super 83 00:02:33,120 --> 00:02:36,640 important point is going to be the possibility of 84 00:02:34,560 --> 00:02:38,319 decorating them. As you can see, I was 85 00:02:36,640 --> 00:02:40,440 able to decorate this mesh with dragon scales, 86 00:02:38,319 --> 00:02:42,200 but it is limited to being decorated 87 00:02:40,440 --> 00:02:43,599 with hexagons. So I'm going to tell you 88 00:02:42,200 --> 00:02:45,200 the characteristics you need to 89 00:02:43,599 --> 00:02:47,080 consider when determining 90 00:02:45,200 --> 00:02:49,120 flexibility, reliability, and the 91 00:02:47,080 --> 00:02:51,440 possibility of decoration. First and 92 00:02:49,120 --> 00:02:53,560 foremost, flexibility. This 93 00:02:51,440 --> 00:02:56,159 pattern is less flexible than this 94 00:02:53,560 --> 00:02:58,239 pattern. Because? The main factor is 95 00:02:56,159 --> 00:02:59,920 the amount of symmetries that 96 00:02:58,239 --> 00:03:01,360 each link will have. I'll explain it to you in Fusion 97 00:02:59,920 --> 00:03:03,040 so you can fully understand what I 98 00:03:01,360 --> 00:03:04,760 mean. In the case of this mesh, the 99 00:03:03,040 --> 00:03:06,959 dragon scale one, if we look at it from 100 00:03:04,760 --> 00:03:08,519 underneath and simplify it in this 101 00:03:06,959 --> 00:03:10,879 way, I've made it a little smaller. 102 00:03:08,519 --> 00:03:13,200 If we look at it from below and isolate 103 00:03:10,879 --> 00:03:15,239 just one link in this way, this 104 00:03:13,200 --> 00:03:17,200 would be a single scale; you can see how the 105 00:03:15,239 --> 00:03:18,760 link itself has a 106 00:03:17,200 --> 00:03:20,840 square shape. In case you didn't know, a 107 00:03:18,760 --> 00:03:22,920 square has two planes of symmetry, 108 00:03:20,840 --> 00:03:25,200 the horizontal and the vertical. This 109 00:03:22,920 --> 00:03:28,400 means that if we have two planes of 110 00:03:25,200 --> 00:03:31,159 symmetry, we can join four links 111 00:03:28,400 --> 00:03:34,080 to this central link in this way. 1, 112 00:03:31,159 --> 00:03:36,640 2, 3 and four. So we're going to 113 00:03:34,080 --> 00:03:41,680 have one plane of symmetry, another plane 114 00:03:36,640 --> 00:03:43,680 of symmetry, and 1, 2, 3, and four links 115 00:03:41,680 --> 00:03:45,480 attached to the central link. If we remove 116 00:03:43,680 --> 00:03:47,280 the shape of the scales, it would look something 117 00:03:45,480 --> 00:03:49,120 like this. Do you see it? This shape is 118 00:03:47,280 --> 00:03:51,560 much simpler, and the 119 00:03:49,120 --> 00:03:53,280 mesh without the interior decoration actually has 120 00:03:51,560 --> 00:03:55,720 this shape here. And if 121 00:03:53,280 --> 00:03:57,439 we print this, we will get a mesh with 122 00:03:55,720 --> 00:03:59,319 this shape. This means that by having 123 00:03:57,439 --> 00:04:02,040 two symmetries we will have two angles 124 00:03:59,319 --> 00:04:04,159 where the mesh can be bent almost 90º, 125 00:04:02,040 --> 00:04:05,680 but at the other angles the mesh will 126 00:04:04,159 --> 00:04:08,680 be limited and we will be able to 127 00:04:05,680 --> 00:04:11,319 bend it less. So, the more 128 00:04:08,680 --> 00:04:13,480 links we can join to another link, the 129 00:04:11,319 --> 00:04:15,360 more planes of symmetry it will have, 130 00:04:13,480 --> 00:04:17,560 and in this way we can 131 00:04:15,360 --> 00:04:19,639 bend the mesh. from more 132 00:04:17,560 --> 00:04:21,479 different angles. The square pattern I've 133 00:04:19,639 --> 00:04:22,840 just shown you has two planes of 134 00:04:21,479 --> 00:04:25,000 symmetry, which means it will be less 135 00:04:22,840 --> 00:04:27,040 flexible. In contrast, the 136 00:04:25,000 --> 00:04:29,759 NASA grid, if you look closely, is a 137 00:04:27,040 --> 00:04:31,600 hexagonal pattern. Each small link is joined by 138 00:04:29,759 --> 00:04:33,199 six other links, which will make it 139 00:04:31,600 --> 00:04:35,400 much more flexible and 140 00:04:33,199 --> 00:04:36,759 we will achieve the same turning radius at all angles 141 00:04:35,400 --> 00:04:38,960 . So in terms of 142 00:04:36,759 --> 00:04:40,880 flexibility, the most important thing is 143 00:04:38,960 --> 00:04:42,479 how many links you connect to the same 144 00:04:40,880 --> 00:04:44,320 link. That's what you need to know. 145 00:04:42,479 --> 00:04:46,400 Then we move on to reliability when 146 00:04:44,320 --> 00:04:48,080 printing. I printed all these 147 00:04:46,400 --> 00:04:50,800 parts on this machine here, which is 148 00:04:48,080 --> 00:04:52,720 a 3-year-old Artillery Genius and 149 00:04:50,800 --> 00:04:54,639 is in its original condition. Standard nozzle and everything else is 150 00:04:52,720 --> 00:04:56,160 standard. Now, what will determine the 151 00:04:54,639 --> 00:04:58,039 reliability of the printout? Well, 152 00:04:56,160 --> 00:04:59,840 mainly the first layer. In the 153 00:04:58,039 --> 00:05:01,560 case of the NASA mesh, the first 154 00:04:59,840 --> 00:05:03,479 layer consists of these fairly 155 00:05:01,560 --> 00:05:05,199 large hexagons, and 156 00:05:03,479 --> 00:05:07,800 the rest will be printed from there, making the 157 00:05:05,199 --> 00:05:10,000 first layer quite reliable. 158 00:05:07,800 --> 00:05:11,720 In the case of the square mesh, the 159 00:05:10,000 --> 00:05:13,520 first layer has this shape here. It 160 00:05:11,720 --> 00:05:15,600 's more complex; we'll have to be more 161 00:05:13,520 --> 00:05:17,160 careful with the first layer to prevent 162 00:05:15,600 --> 00:05:18,680 all the corners from peeling off and 163 00:05:17,160 --> 00:05:20,720 warping. Even so, 164 00:05:18,680 --> 00:05:22,319 personally, I haven't 165 00:05:20,720 --> 00:05:24,400 had any problems with the first 166 00:05:22,319 --> 00:05:25,840 layer or the rest of the layers on this printer. If we have 167 00:05:24,400 --> 00:05:27,680 the retractions properly calibrated and 168 00:05:25,840 --> 00:05:29,240 so on, it doesn't cause any problems. We have a 169 00:05:27,680 --> 00:05:30,479 video on the channel about both of these things, 170 00:05:29,240 --> 00:05:31,680 so I'll leave it here in the 171 00:05:30,479 --> 00:05:33,039 description. If we have all that properly 172 00:05:31,680 --> 00:05:34,440 calibrated, these parts will be 173 00:05:33,039 --> 00:05:36,479 reliable to print. And now we're going to 174 00:05:34,440 --> 00:05:38,280 move on to possibly the most 175 00:05:36,479 --> 00:05:40,680 interesting part, which is the decoration. How 176 00:05:38,280 --> 00:05:42,720 can we get pieces like this 177 00:05:40,680 --> 00:05:45,039 with scales or any pattern 178 00:05:42,720 --> 00:05:47,360 we choose? And why 179 00:05:45,039 --> 00:05:50,199 can we apply these patterns to this square grid 180 00:05:47,360 --> 00:05:52,280 ? And I wouldn't recommend it on this hexagonal one 181 00:05:50,199 --> 00:05:54,280 . Let me explain. Generally, 182 00:05:52,280 --> 00:05:56,600 when we create a pattern, this pattern, 183 00:05:54,280 --> 00:05:58,479 okay?, will reduce our flexibility. 184 00:05:56,600 --> 00:06:00,039 Because? Because when you fold it, 185 00:05:58,479 --> 00:06:02,479 the pattern, the scales themselves, 186 00:06:00,039 --> 00:06:04,160 will end up bumping into each other and prevent 187 00:06:02,479 --> 00:06:06,400 it from turning too much. The 188 00:06:04,160 --> 00:06:08,160 same thing happens in the hexagonal pattern. If I 189 00:06:06,400 --> 00:06:09,680 fold it with the decorated part facing 190 00:06:08,160 --> 00:06:11,960 outwards, notice how well it can be 191 00:06:09,680 --> 00:06:13,919 folded. On the other hand, if I try to leave the 192 00:06:11,960 --> 00:06:15,960 decorated part facing inwards and 193 00:06:13,919 --> 00:06:17,199 also decorate this side here, you can see how it 194 00:06:15,960 --> 00:06:18,520 bends less. I'm going to show you a 195 00:06:17,199 --> 00:06:20,240 comparison between folding the fabric 196 00:06:18,520 --> 00:06:22,080 with the decoration facing inwards and 197 00:06:20,240 --> 00:06:24,000 with the decoration facing outwards. And in 198 00:06:22,080 --> 00:06:26,039 this case, in the hexagonal mesh, since 199 00:06:24,000 --> 00:06:27,880 we already have, let's say, a 200 00:06:26,039 --> 00:06:29,639 hexagonal decoration at the base so that it can be 201 00:06:27,880 --> 00:06:31,440 printed well, if we also place decoration 202 00:06:29,639 --> 00:06:33,680 on the outside, we make 203 00:06:31,440 --> 00:06:35,400 it less flexible in one direction and 204 00:06:33,680 --> 00:06:36,840 less flexible in the other direction, 205 00:06:35,400 --> 00:06:39,080 which means we would really be 206 00:06:36,840 --> 00:06:40,680 wasting the advantages that this 207 00:06:39,080 --> 00:06:42,599 pattern offers. So, to sum 208 00:06:40,680 --> 00:06:44,560 it up, if you want a 209 00:06:42,599 --> 00:06:46,639 very flexible and functional hexagonal mesh, go for 210 00:06:44,560 --> 00:06:48,240 NASA mesh. If you want a decorative mesh 211 00:06:46,639 --> 00:06:49,759 for cosplay or whatever, 212 00:06:48,240 --> 00:06:51,520 square mesh is fine, and in this way we can 213 00:06:49,759 --> 00:06:53,360 obtain decorative pieces or 214 00:06:51,520 --> 00:06:54,840 more functional and flexible pieces. And in 215 00:06:53,360 --> 00:06:56,319 principle, this is all you need to 216 00:06:54,840 --> 00:06:58,840 know about the 217 00:06:56,319 --> 00:07:00,400 main patterns. Now, how do we design this 218 00:06:58,840 --> 00:07:02,599 and this? Well, I'm going to show it to you because, 219 00:07:00,400 --> 00:07:04,560 however complex it may seem, it's actually 220 00:07:02,599 --> 00:07:06,599 quite simple if you have some 221 00:07:04,560 --> 00:07:08,240 basic knowledge of 3D modeling and if it's 222 00:07:06,599 --> 00:07:10,840 explained to you well. So let's move on to 223 00:07:08,240 --> 00:07:12,560 the section on the design of both meshes, 224 00:07:10,840 --> 00:07:13,879 the decorative and the functional one. Let's 225 00:07:12,560 --> 00:07:15,680 go. Okay, let's move on to the 226 00:07:13,879 --> 00:07:17,840 design section. We're going to 227 00:07:15,680 --> 00:07:20,520 do everything in Fusion 360. You can see here on 228 00:07:17,840 --> 00:07:22,400 screen the dragon scale mesh 229 00:07:20,520 --> 00:07:24,879 we're going to design. If you get lost at any point in the 230 00:07:22,400 --> 00:07:27,919 design process, I want to let you know that there is 231 00:07:24,879 --> 00:07:30,800 a complete Fusion 360 course that takes you from 232 00:07:27,919 --> 00:07:32,919 scratch to creating any part, 233 00:07:30,800 --> 00:07:35,319 including car parts, replicas 234 00:07:32,919 --> 00:07:37,160 of real parts, mechanisms, and screws. 235 00:07:35,319 --> 00:07:39,080 Complete course from scratch to be able to 236 00:07:37,160 --> 00:07:40,960 design any piece. You can find it 237 00:07:39,080 --> 00:07:43,000 below in the description, and on my 238 00:07:40,960 --> 00:07:44,319 website caningcustom.com we have a lot 239 00:07:43,000 --> 00:07:46,120 of students and 240 00:07:44,319 --> 00:07:49,400 impressive reviews. Thank you all very much. 241 00:07:46,120 --> 00:07:51,800 And now we'll move on to the design of this first 242 00:07:49,400 --> 00:07:53,840 mesh. What we are going to design is this 243 00:07:51,800 --> 00:07:57,360 here, which will be a single link and what is 244 00:07:53,840 --> 00:07:59,720 really important is this here. 245 00:07:57,360 --> 00:08:01,759 This is one of the links in our 246 00:07:59,720 --> 00:08:03,960 network. If you look closely, it has a very 247 00:08:01,759 --> 00:08:05,599 simple shape. If we remove the rounding, it's 248 00:08:03,960 --> 00:08:07,240 just this shape. How would we 249 00:08:05,599 --> 00:08:09,400 do it? Well, I'm going to open a 250 00:08:07,240 --> 00:08:11,319 new Fusion project, I'm going to make a sketch 251 00:08:09,400 --> 00:08:15,879 on the horizontal plane and we're going to make 252 00:08:11,319 --> 00:08:17,639 a rectangle of 12 by 12 mm. This will 253 00:08:15,879 --> 00:08:19,560 be the size of one of the links. 254 00:08:17,639 --> 00:08:22,240 Then we will extrude this rectangle 255 00:08:19,560 --> 00:08:23,639 upwards, 5 mm, and I'm going to change its 256 00:08:22,240 --> 00:08:26,199 color. And now we're simply going to do 257 00:08:23,639 --> 00:08:28,479 the following. We create a sketch on this 258 00:08:26,199 --> 00:08:30,120 face and simply up here with the 259 00:08:28,479 --> 00:08:33,519 offset tool we are going to 260 00:08:30,120 --> 00:08:36,279 click on the edge and an offset of just 2 mm 261 00:08:33,519 --> 00:08:38,760 . And now we would simply close 262 00:08:36,279 --> 00:08:40,719 this here and this here. Okay, 263 00:08:38,760 --> 00:08:43,680 so that's the shape we're left with. And 264 00:08:40,719 --> 00:08:46,200 now we take that shape and extrude it 265 00:08:43,680 --> 00:08:48,120 to the other side. And we would have this 266 00:08:46,200 --> 00:08:52,279 hollowed out. And we're going to do the same on 267 00:08:48,120 --> 00:08:54,720 this side here. And we join this here and 268 00:08:52,279 --> 00:08:57,080 this here, finish sketch. And more of the 269 00:08:54,720 --> 00:08:59,000 same, we extrude this over there. This 270 00:08:57,080 --> 00:09:00,839 would be the main form. And all that would 271 00:08:59,000 --> 00:09:02,959 remain is to add a horizontal reinforcement here in the center 272 00:09:00,839 --> 00:09:04,839 and another 273 00:09:02,959 --> 00:09:06,880 reinforcement here. How are we going to do it? So 274 00:09:04,839 --> 00:09:09,120 we're simply going to come here, make 275 00:09:06,880 --> 00:09:11,640 a sketch on this face, make a 276 00:09:09,120 --> 00:09:14,360 center reference line, with the 277 00:09:11,640 --> 00:09:16,440 X key we can make it dashed and 278 00:09:14,360 --> 00:09:19,160 we're going to make a line on this side. 279 00:09:16,440 --> 00:09:22,040 We make it symmetrical with respect to this. And 280 00:09:19,160 --> 00:09:25,800 we're also going to give it a thickness of 2 mm 281 00:09:22,040 --> 00:09:28,480 like this. 2 mm. And now we're going 282 00:09:25,800 --> 00:09:31,880 to extrude this from one side to the other, 283 00:09:28,480 --> 00:09:33,920 distance all, and join that piece with what 284 00:09:31,880 --> 00:09:37,000 we already have. And now I'm going to do the 285 00:09:33,920 --> 00:09:40,200 same with the bottom leg. We are looking in 286 00:09:37,000 --> 00:09:40,200 this direction. 287 00:09:41,120 --> 00:09:44,600 This way. Now I'm going to show you 288 00:09:42,839 --> 00:09:47,399 a little trick to improve 289 00:09:44,600 --> 00:09:49,440 overhangs. Notice how this entire 290 00:09:47,399 --> 00:09:51,959 surface is printed in the air. 291 00:09:49,440 --> 00:09:54,880 So what I'm going to do is separate 292 00:09:51,959 --> 00:09:57,000 this rectangle from this rectangle, 293 00:09:54,880 --> 00:09:59,640 so that this is printed first and 294 00:09:57,000 --> 00:10:01,040 this is printed two layers above. 295 00:09:59,640 --> 00:10:02,760 So, we don't have to make this whole 296 00:10:01,040 --> 00:10:05,000 surface in the air, but we make 297 00:10:02,760 --> 00:10:06,680 one bridge and another bridge and it will 298 00:10:05,000 --> 00:10:09,240 all print much better. If you don't 299 00:10:06,680 --> 00:10:11,839 understand, in the course I explain how to 300 00:10:09,240 --> 00:10:13,160 adapt 3D models to 3D printing and how to 301 00:10:11,839 --> 00:10:14,399 make all these types of designs. 302 00:10:13,160 --> 00:10:16,440 So, what are we going to do to 303 00:10:14,399 --> 00:10:17,800 change that? We come here to the 304 00:10:16,440 --> 00:10:21,600 little rectangle we've made here and 305 00:10:17,800 --> 00:10:24,440 we're going to draw a line here at about 0.5 306 00:10:21,600 --> 00:10:26,800 mm. Okay? And now, when we have 307 00:10:24,440 --> 00:10:29,600 extruded this feature, 308 00:10:26,800 --> 00:10:32,800 we remove that part. See? So 309 00:10:29,600 --> 00:10:35,040 that reinforcement starts a little higher 310 00:10:32,800 --> 00:10:36,959 up and when we 3D print it will 311 00:10:35,040 --> 00:10:39,240 be much more reliable because first 312 00:10:36,959 --> 00:10:42,360 this will be printed as a single bridge and 313 00:10:39,240 --> 00:10:45,040 then this part will be printed from this 314 00:10:42,360 --> 00:10:47,320 side to this side. Then the overhang 315 00:10:45,040 --> 00:10:49,040 is much easier to print. And in 316 00:10:47,320 --> 00:10:50,600 fact, to have more space in here 317 00:10:49,040 --> 00:10:52,600 and to prevent the links from colliding 318 00:10:50,600 --> 00:10:55,639 with each other, I'm going to do the same for this 319 00:10:52,600 --> 00:10:57,440 feature in the middle. 320 00:10:55,639 --> 00:10:59,560 And with this we would already have one link 321 00:10:57,440 --> 00:11:01,240 made. This is all you have to 322 00:10:59,560 --> 00:11:03,120 do to create a mesh like this 323 00:11:01,240 --> 00:11:04,839 . Now we're going to optimize it a 324 00:11:03,120 --> 00:11:06,959 bit for 3D printing. What I'm going to 325 00:11:04,839 --> 00:11:08,720 do is make the base, all of this will be 326 00:11:06,959 --> 00:11:11,120 printed against the printing base, 327 00:11:08,720 --> 00:11:13,880 so I'm going to widen it a little. We 328 00:11:11,120 --> 00:11:15,800 look at it from the side in this sense and I'm going to 329 00:11:13,880 --> 00:11:18,360 generate a kind of extra leg here 330 00:11:15,800 --> 00:11:21,959 . Pam, pam, pam. Let's give it some 331 00:11:18,360 --> 00:11:25,360 measurements. It will be 1 mm wide and 332 00:11:21,959 --> 00:11:28,000 0.5 mm high. And we're going to make this angle 333 00:11:25,360 --> 00:11:30,880 45º. And now 334 00:11:28,000 --> 00:11:33,519 we'll simply extrude it up to this face here, 335 00:11:30,880 --> 00:11:36,399 okay? And we would simply mirror 336 00:11:33,519 --> 00:11:39,040 this feature with respect to the 337 00:11:36,399 --> 00:11:40,639 central plane. And there we have it. This is the 338 00:11:39,040 --> 00:11:42,279 way we want to achieve it. 339 00:11:40,639 --> 00:11:44,200 We could simply round it off to 340 00:11:42,279 --> 00:11:45,399 make it easier to 3D print. I'm 341 00:11:44,200 --> 00:11:46,800 going to show it to you in fast motion. I'm 342 00:11:45,399 --> 00:11:48,860 just going to round off the 343 00:11:46,800 --> 00:11:51,399 corners. 344 00:11:48,860 --> 00:11:53,120 [Music] 345 00:11:51,399 --> 00:11:54,800 If we apply rounding to a piece, 346 00:11:53,120 --> 00:11:56,639 we make it print a little 347 00:11:54,800 --> 00:11:58,279 more reliably, because the nozzle doesn't have 348 00:11:56,639 --> 00:12:00,000 to hit the corners so hard 349 00:11:58,279 --> 00:12:01,639 . Well, as I said, 350 00:12:00,000 --> 00:12:03,440 we explain all this in great detail in the course, 351 00:12:01,639 --> 00:12:05,480 so if you're interested, head over 352 00:12:03,440 --> 00:12:09,000 there and we'll have one of the 353 00:12:05,480 --> 00:12:10,000 links in our square mesh. 354 00:12:09,000 --> 00:12:12,160 So, what should we do? 355 00:12:10,000 --> 00:12:14,600 We would make a rectangular pattern of this 356 00:12:12,160 --> 00:12:16,519 object and now we would have to choose the 357 00:12:14,600 --> 00:12:18,639 directions in which we want to make the 358 00:12:16,519 --> 00:12:20,279 pattern. For that, take a look at this trick. 359 00:12:18,639 --> 00:12:22,480 This is the interesting trick. We come to 360 00:12:20,279 --> 00:12:25,680 sketches, show the first pattern and 361 00:12:22,480 --> 00:12:28,399 choose here in Access, in directions, 362 00:12:25,680 --> 00:12:31,360 one of these diagonal lines. And in 363 00:12:28,399 --> 00:12:33,480 this way we can extend this pattern 364 00:12:31,360 --> 00:12:35,920 in this sense, okay? Here, 365 00:12:33,480 --> 00:12:38,480 importantly, in distribution you have to 366 00:12:35,920 --> 00:12:42,880 put spacing, good, and you have to put 367 00:12:38,480 --> 00:12:45,480 a spacing of 10.5 mm and 10.5 mm. And in 368 00:12:42,880 --> 00:12:48,480 this way we have already obtained our 369 00:12:45,480 --> 00:12:50,519 perfectly designed pattern. You can see how 370 00:12:48,480 --> 00:12:51,959 the links do not touch each other, 371 00:12:50,519 --> 00:12:54,000 so they will never 372 00:12:51,959 --> 00:12:55,839 merge. And we can make it as 373 00:12:54,000 --> 00:12:58,199 big as we want. We simply come 374 00:12:55,839 --> 00:13:02,399 down here to our pattern and change 375 00:12:58,199 --> 00:13:04,120 the quantity from three to 10, for example, 10 and 376 00:13:02,399 --> 00:13:07,399 10. And that way we can make it as big 377 00:13:04,120 --> 00:13:10,720 as we want. And in this way we designed 378 00:13:07,399 --> 00:13:12,959 our square pattern. We would get 379 00:13:10,720 --> 00:13:14,920 this super flexible thing here because it does 380 00:13:12,959 --> 00:13:17,639 n't have the decoration on yet, 381 00:13:14,920 --> 00:13:20,000 but this is what we would get, 382 00:13:17,639 --> 00:13:22,279 the square pattern. And now all that's 383 00:13:20,000 --> 00:13:23,839 left is to add the dragon scales. 384 00:13:22,279 --> 00:13:25,800 Okay? I'm going to show you how I would do it. 385 00:13:23,839 --> 00:13:27,720 I'll keep it brief; I won't 386 00:13:25,800 --> 00:13:29,480 explain it in super detail because it would 387 00:13:27,720 --> 00:13:31,279 make the video way too long. If you want to 388 00:13:29,480 --> 00:13:33,320 learn how to model in 3D, check out the 389 00:13:31,279 --> 00:13:35,600 course and I'll tell you how I would approach 390 00:13:33,320 --> 00:13:38,000 the dragon's scales. First, I'm going 391 00:13:35,600 --> 00:13:39,760 to take a step back to have only 392 00:13:38,000 --> 00:13:42,199 one link. And what I'm going to do 393 00:13:39,760 --> 00:13:44,639 is first look at the shape 394 00:13:42,199 --> 00:13:46,160 I want my scale to have, and then I'm going to 395 00:13:44,639 --> 00:13:48,880 make approximately the shape I 396 00:13:46,160 --> 00:13:51,720 want it to have. 397 00:13:48,880 --> 00:13:54,120 And this is how the scale would look when viewed from the side. 398 00:13:51,720 --> 00:13:56,000 See? This method is random, but 399 00:13:54,120 --> 00:13:57,480 we could then adjust it to 400 00:13:56,000 --> 00:13:58,839 achieve the desired result. 401 00:13:57,480 --> 00:14:01,440 So, the scale seen from the side will 402 00:13:58,839 --> 00:14:03,320 look like this. Now we're going to choose the thickness, 403 00:14:01,440 --> 00:14:06,519 so I would make it approximately 404 00:14:03,320 --> 00:14:08,040 symmetrical here, 7 mm, for example. Then 405 00:14:06,519 --> 00:14:10,120 on top, I want the scale to 406 00:14:08,040 --> 00:14:12,120 have a sort of 407 00:14:10,120 --> 00:14:13,680 triangular shape; I don't want the 408 00:14:12,120 --> 00:14:16,160 top part to be smooth. So, what am I going 409 00:14:13,680 --> 00:14:18,720 to do? Give it that shape. I come here, 410 00:14:16,160 --> 00:14:20,959 I make a sketch on this front face and 411 00:14:18,720 --> 00:14:23,360 I'm going to give it a sort of angle 412 00:14:20,959 --> 00:14:25,519 like this, like this and like that. And now he could 413 00:14:23,360 --> 00:14:28,079 come here. We create a swipe like this 414 00:14:25,519 --> 00:14:29,880 along this axis and this is 415 00:14:28,079 --> 00:14:32,600 how the top part of the 416 00:14:29,880 --> 00:14:35,680 scale ends up with this shape. Now we 417 00:14:32,600 --> 00:14:37,639 would just need to give the scale a teardrop shape, 418 00:14:35,680 --> 00:14:39,800 let's say. For that I'm going to 419 00:14:37,639 --> 00:14:41,959 make a sketch like this, seen from above, 420 00:14:39,800 --> 00:14:46,720 I project the central line and I'm going to make 421 00:14:41,959 --> 00:14:49,800 a line with the shape of my scale. 422 00:14:46,720 --> 00:14:51,680 And now I'm making it symmetrical. Boom. 423 00:14:49,800 --> 00:14:53,720 See? Here I have made the shape of a 424 00:14:51,680 --> 00:14:56,199 scale. And now, check out this amazing trick. 425 00:14:53,720 --> 00:14:59,000 I choose that scale shape, I move it 426 00:14:56,199 --> 00:15:01,560 up and here instead of cutting 427 00:14:59,000 --> 00:15:03,240 I say that I want to make an intersection and I 428 00:15:01,560 --> 00:15:05,800 only want to make the intersection of the 429 00:15:03,240 --> 00:15:07,920 scale, so that it only leaves me with 430 00:15:05,800 --> 00:15:10,279 the intersection between the extrusion I 431 00:15:07,920 --> 00:15:12,480 have made and the scale shape. And there 432 00:15:10,279 --> 00:15:15,040 we would have the scale made. What would I 433 00:15:12,480 --> 00:15:16,560 have left? Add it to the pattern. Here, 434 00:15:15,040 --> 00:15:19,839 once we have made the pattern, 435 00:15:16,560 --> 00:15:22,000 we include the scale. But notice how 436 00:15:19,839 --> 00:15:24,279 the scales collide with each other, so 437 00:15:22,000 --> 00:15:25,639 this cannot be printed as is; 438 00:15:24,279 --> 00:15:27,560 one scale will remain fused with the 439 00:15:25,639 --> 00:15:29,040 other. Well, I'm going to show you a great trick 440 00:15:27,560 --> 00:15:30,880 that all of you who are in the course will already 441 00:15:29,040 --> 00:15:32,639 know how to do, but for those of you 442 00:15:30,880 --> 00:15:34,800 who aren't, I'm going to tell you how I would do 443 00:15:32,639 --> 00:15:38,040 this. I'm going to take a step back and what 444 00:15:34,800 --> 00:15:40,639 I'm going to do is a rectangular pattern 445 00:15:38,040 --> 00:15:42,360 of the scale in the same directions 446 00:15:40,639 --> 00:15:44,160 in which we made the other pattern. 447 00:15:42,360 --> 00:15:47,519 Boom, this way with the same 448 00:15:44,160 --> 00:15:50,440 spacing, 10.5 this way. I 449 00:15:47,519 --> 00:15:53,480 simply made the three scales that 450 00:15:50,440 --> 00:15:56,000 will touch this scale and now I'm going to use 451 00:15:53,480 --> 00:15:58,319 these scales to pierce the 452 00:15:56,000 --> 00:16:01,360 original scale. Look, we're going to use the 453 00:15:58,319 --> 00:16:03,560 combine cutting tool here, and 454 00:16:01,360 --> 00:16:06,519 I'm saying that I want to cut this scale with 455 00:16:03,560 --> 00:16:09,839 these three shapes. And in this way, 456 00:16:06,519 --> 00:16:12,240 you see that this scale now has 457 00:16:09,839 --> 00:16:14,360 enough space for the other scales to 458 00:16:12,240 --> 00:16:15,639 fit inside it. Now, to 459 00:16:14,360 --> 00:16:16,639 make a little space, 460 00:16:15,639 --> 00:16:18,199 we learned this in the 461 00:16:16,639 --> 00:16:19,920 tolerances video, I'll leave it here 462 00:16:18,199 --> 00:16:22,720 too. Let's take the 463 00:16:19,920 --> 00:16:25,160 Press Pool tool, choose these two faces and 464 00:16:22,720 --> 00:16:27,560 make 465 00:16:25,160 --> 00:16:30,319 approximately -0.5. We press OK. And now 466 00:16:27,560 --> 00:16:32,040 that face, notice how we've raised it 467 00:16:30,319 --> 00:16:34,000 10 millimeters upwards. And I'm going to 468 00:16:32,040 --> 00:16:38,120 do the same with this entire surface. I 469 00:16:34,000 --> 00:16:41,440 choose this and this - 0.2. That's what I like to hear. 470 00:16:38,120 --> 00:16:44,759 Okay. And now that scale, notice how, 471 00:16:41,440 --> 00:16:47,720 fits into the scales next to it and there's 472 00:16:44,759 --> 00:16:49,519 a gap in between. Do you see how there's a 473 00:16:47,720 --> 00:16:50,920 gap between the scales? Therefore, they 474 00:16:49,519 --> 00:16:53,120 can now be printed without colliding with 475 00:16:50,920 --> 00:16:55,360 each other and fit together perfectly. Okay? And 476 00:16:53,120 --> 00:16:58,319 how would we attach the 477 00:16:55,360 --> 00:17:00,720 scale to the base now? Do you see how they are 478 00:16:58,319 --> 00:17:02,720 separated? See? We need to unite the 479 00:17:00,720 --> 00:17:04,959 two. Well, for that, simply, look, 480 00:17:02,720 --> 00:17:07,640 I'm going to show you how I would do it. I would do 481 00:17:04,959 --> 00:17:10,079 a sketch on this face here. Boom! 482 00:17:07,640 --> 00:17:13,520 Okay, I'll show my scale and 483 00:17:10,079 --> 00:17:15,640 project these two little faces from here. P. 484 00:17:13,520 --> 00:17:18,760 Okay, so that I am left with this 485 00:17:15,640 --> 00:17:22,280 surface which is the surface that 486 00:17:18,760 --> 00:17:24,439 remains inside the scale and that rests 487 00:17:22,280 --> 00:17:26,559 on the link below. I'm going to close 488 00:17:24,439 --> 00:17:28,679 this up here so that it has 489 00:17:26,559 --> 00:17:31,039 this T shape. And now 490 00:17:28,679 --> 00:17:34,000 I can simply click this, extrude it 491 00:17:31,039 --> 00:17:35,559 upwards, okay? As a new body, cut off 492 00:17:34,000 --> 00:17:38,240 this excess part. For that we use the 493 00:17:35,559 --> 00:17:40,280 combine cutting tool and cut 494 00:17:38,240 --> 00:17:41,760 this with the shape of the scale. Okay? 495 00:17:40,280 --> 00:17:44,840 So I have that 496 00:17:41,760 --> 00:17:47,960 leftover top part, right click, remove. And 497 00:17:44,840 --> 00:17:50,600 now we would simply have the base 498 00:17:47,960 --> 00:17:53,400 attached to the scale with this 499 00:17:50,600 --> 00:17:55,640 central shape. Notice how it sticks out a 500 00:17:53,400 --> 00:17:58,159 little here, so what I would do is choose 501 00:17:55,640 --> 00:18:00,640 the Chamfer tool here and, for 502 00:17:58,159 --> 00:18:02,520 example, with a rounding of 0.85 503 00:18:00,640 --> 00:18:05,000 clicks, make this 504 00:18:02,520 --> 00:18:07,200 sharper and not stick out here. And in 505 00:18:05,000 --> 00:18:08,600 this way we would have everything joined together, 506 00:18:07,200 --> 00:18:10,960 all as one piece. All that's left is 507 00:18:08,600 --> 00:18:14,320 to combine it by joining all of this 508 00:18:10,960 --> 00:18:17,480 with this. And there we have our 509 00:18:14,320 --> 00:18:21,400 designed scale. We could round off corners. 510 00:18:17,480 --> 00:18:21,400 Okay, I'm going to show you how it would look. 511 00:18:22,360 --> 00:18:26,440 And there we would have it. I've simply 512 00:18:24,000 --> 00:18:28,039 applied a few rounded edges to 513 00:18:26,440 --> 00:18:30,400 make this inside part a little 514 00:18:28,039 --> 00:18:33,559 nicer, I haven't done anything else. And now, when 515 00:18:30,400 --> 00:18:36,799 we apply the pattern, notice how 516 00:18:33,559 --> 00:18:39,039 the rest of the scales are created and see how they 517 00:18:36,799 --> 00:18:40,559 all fit perfectly inside each other 518 00:18:39,039 --> 00:18:42,280 . 519 00:18:40,559 --> 00:18:45,039 You can see how there's a gap between one 520 00:18:42,280 --> 00:18:48,039 scale and the other, can you? And this would be 521 00:18:45,039 --> 00:18:49,880 100% printable and would give us the result I 522 00:18:48,039 --> 00:18:51,960 showed you before. If we want to 523 00:18:49,880 --> 00:18:53,440 change the shape of the scales, we 524 00:18:51,960 --> 00:18:55,919 would simply come to one of the 525 00:18:53,440 --> 00:18:58,760 sketches, for example, to this sketch 526 00:18:55,919 --> 00:19:00,440 here, see? And change the 527 00:18:58,760 --> 00:19:03,120 shape of the scale a little here. And that way 528 00:19:00,440 --> 00:19:06,400 we can regulate the size of the scales 529 00:19:03,120 --> 00:19:08,640 to make them bigger or a 530 00:19:06,400 --> 00:19:11,039 little smaller, okay? This way 531 00:19:08,640 --> 00:19:13,720 there is more space between the scales and 532 00:19:11,039 --> 00:19:16,039 it is more flexible. Do you see it? This is more 533 00:19:13,720 --> 00:19:17,840 flexible than this. Depending on the size of 534 00:19:16,039 --> 00:19:20,880 the scales, we will achieve one result or 535 00:19:17,840 --> 00:19:23,000 another. And in this way we would make the 536 00:19:20,880 --> 00:19:25,280 dragon scale mesh. I hope that's 537 00:19:23,000 --> 00:19:27,720 clear. If you have any doubts or 538 00:19:25,280 --> 00:19:30,080 get lost with these explanations, I 100% 539 00:19:27,720 --> 00:19:32,520 recommend that you take the course 540 00:19:30,080 --> 00:19:35,640 because it's super keto. So, with that said, 541 00:19:32,520 --> 00:19:37,400 let's move on to the NASA grid, which, 542 00:19:35,640 --> 00:19:39,200 however complicated it may seem, I would say 543 00:19:37,400 --> 00:19:41,120 is simpler than what we've done 544 00:19:39,200 --> 00:19:43,440 so far. So let's get to it. 545 00:19:41,120 --> 00:19:46,120 Brilliant. Okay, now let's move on to the 546 00:19:43,440 --> 00:19:47,480 NASA mesh design, this one 547 00:19:46,120 --> 00:19:49,640 here, okay? It seems very complex at first glance 548 00:19:47,480 --> 00:19:51,720 , okay? I'm going to show you 549 00:19:49,640 --> 00:19:54,120 what this mesh looks like in Fusion. Here it 550 00:19:51,720 --> 00:19:56,840 is. Take a close look at what it's like. Okay, 551 00:19:54,120 --> 00:19:59,360 you see, on one side it's hexagonal and on the 552 00:19:56,840 --> 00:20:02,880 other side it has this strange shape. 553 00:19:59,360 --> 00:20:05,120 Okay, it seems complex, but it isn't. 554 00:20:02,880 --> 00:20:08,440 We're going to show you just one of them. Here 555 00:20:05,120 --> 00:20:10,600 it is. Do you see that it's a kind of little 556 00:20:08,440 --> 00:20:13,039 cone or cylinder here in the middle? And 557 00:20:10,600 --> 00:20:14,600 then it has a lot of these shapes. They 558 00:20:13,039 --> 00:20:16,280 seem like organic shapes and 559 00:20:14,600 --> 00:20:18,360 difficult to design, but I'm going to 560 00:20:16,280 --> 00:20:20,640 show you how to design them. It's not very 561 00:20:18,360 --> 00:20:22,960 mysterious, so let's get to it. The 562 00:20:20,640 --> 00:20:25,440 first thing we're going to design is the 563 00:20:22,960 --> 00:20:26,799 central part of this link, this thing here. 564 00:20:25,440 --> 00:20:28,799 So, what are we going to do? If you 565 00:20:26,799 --> 00:20:31,559 look closely, if we look at it from the side, it's this 566 00:20:28,799 --> 00:20:33,360 shape here. Let's make a sketch 567 00:20:31,559 --> 00:20:35,799 on the vertical plane. And here we're going to 568 00:20:33,360 --> 00:20:38,640 do the following shape. Pim, pam, 569 00:20:35,799 --> 00:20:40,520 pum, pum. And then I combine it with this. 570 00:20:38,640 --> 00:20:42,159 I'm going to make this line dashed. and 571 00:20:40,520 --> 00:20:44,039 completely vertical, using the 572 00:20:42,159 --> 00:20:46,360 vertical constraint. Now I would take 573 00:20:44,039 --> 00:20:48,840 these lines, create the symmetry with respect to 574 00:20:46,360 --> 00:20:50,919 the central axis in this way, and we are going to 575 00:20:48,840 --> 00:20:54,400 add measurements. We're going to make the 576 00:20:50,919 --> 00:20:58,600 total height 7 mm. We make the 577 00:20:54,400 --> 00:21:03,120 base 6 mm in this way and 578 00:20:58,600 --> 00:21:05,320 make this angle 105 finish 579 00:21:03,120 --> 00:21:06,799 sketch. This is the method we will 580 00:21:05,320 --> 00:21:08,760 use. And now, simply using the 581 00:21:06,799 --> 00:21:11,520 revolution tool up here, 582 00:21:08,760 --> 00:21:13,640 we would create this shape here, which would be 583 00:21:11,520 --> 00:21:15,760 the main shape of our link. 584 00:21:13,640 --> 00:21:17,440 Now we're going to leave it hollow. For that 585 00:21:15,760 --> 00:21:19,679 we use the shell tool with a 586 00:21:17,440 --> 00:21:21,520 wall thickness of 2 mm. I'm also going to 587 00:21:19,679 --> 00:21:24,799 hollow out the wall below. Okay. 588 00:21:21,520 --> 00:21:27,559 We would have this shape. We will round off 589 00:21:24,799 --> 00:21:30,480 these two corners, for example, with 1 590 00:21:27,559 --> 00:21:32,600 mm of rounding. And that would give us the 591 00:21:30,480 --> 00:21:34,360 main shape. Now we will make the hexagon at 592 00:21:32,600 --> 00:21:37,679 the bottom. We clicked on this part 593 00:21:34,360 --> 00:21:40,039 below. We create a polygon in this 594 00:21:37,679 --> 00:21:42,720 way. Okay? Make sure this 595 00:21:40,039 --> 00:21:46,320 line above is horizontal and we're going to 596 00:21:42,720 --> 00:21:48,480 make this 12mm hexagon. There it is 597 00:21:46,320 --> 00:21:50,039 . And what thickness are we going to make it? 598 00:21:48,480 --> 00:21:52,200 We're going to give it a thin thickness so that it 599 00:21:50,039 --> 00:21:55,919 maintains good flexibility. We're going 600 00:21:52,200 --> 00:21:58,840 to make it 0.5 mm thick and I'm going to 601 00:21:55,919 --> 00:22:02,600 apply some rounding to these corners 602 00:21:58,840 --> 00:22:02,600 of the hexagon. This way. 603 00:22:02,720 --> 00:22:06,159 so that everything is 604 00:22:03,760 --> 00:22:08,159 nicely rounded, and also on this little edge 605 00:22:06,159 --> 00:22:10,520 here, like this. And here we would have 606 00:22:08,159 --> 00:22:12,600 the main form of our 607 00:22:10,520 --> 00:22:14,720 NASA link. What else would we 608 00:22:12,600 --> 00:22:17,159 add? Well, all that's left to add to this link are 609 00:22:14,720 --> 00:22:19,760 those shapes over there that look 610 00:22:17,159 --> 00:22:21,440 super clejo, but they're not. How are 611 00:22:19,760 --> 00:22:23,520 we going to do it? I'm going to change its color 612 00:22:21,440 --> 00:22:26,760 so I can easily distinguish it this way. And 613 00:22:23,520 --> 00:22:28,720 we're going to create a donut or a torus. 614 00:22:26,760 --> 00:22:31,440 What is this? We come here to create 615 00:22:28,720 --> 00:22:34,320 a torus. Okay, we choose the plane 616 00:22:31,440 --> 00:22:36,640 we want and create a donut 617 00:22:34,320 --> 00:22:39,720 like this. Okay, we're going to make it with an 618 00:22:36,640 --> 00:22:42,440 inner diameter of seven and the diameter 619 00:22:39,720 --> 00:22:44,679 of the tube itself, 1.75, 620 00:22:42,440 --> 00:22:47,279 and it would look like this here. Do you 621 00:22:44,679 --> 00:22:49,559 see her? It's a kind of donut or ring 622 00:22:47,279 --> 00:22:52,279 and we simply come here to bodies, 623 00:22:49,559 --> 00:22:55,000 choose the torus and we're going to move it. 624 00:22:52,279 --> 00:22:59,080 We're going to place it here in this position 625 00:22:55,000 --> 00:23:02,159 and turn it 45 degrees. This way 626 00:22:59,080 --> 00:23:03,960 we look at it from the front and we're going to place it 627 00:23:02,159 --> 00:23:06,440 approximately here. Let's get 628 00:23:03,960 --> 00:23:08,600 it a little closer. Something like that. And we're 629 00:23:06,440 --> 00:23:11,080 going to be left with this shape here. If you 630 00:23:08,600 --> 00:23:14,080 look closely, for now, the donut is going one 631 00:23:11,080 --> 00:23:16,200 way and the pivot is going another. What are 632 00:23:14,080 --> 00:23:17,840 we going to do? Cut the donut with the 633 00:23:16,200 --> 00:23:20,320 pivot. That's why we're here, with the 634 00:23:17,840 --> 00:23:22,039 combining tool. We chose the 635 00:23:20,320 --> 00:23:24,279 operation of cutting while holding 636 00:23:22,039 --> 00:23:26,919 tools. And I say that I want to cut 637 00:23:24,279 --> 00:23:29,760 the donut in the shape of the pivot. I 638 00:23:26,919 --> 00:23:32,679 click OK and this inner part here in 639 00:23:29,760 --> 00:23:35,320 bodies, this part, right click, 640 00:23:32,679 --> 00:23:38,159 remove. And now we would simply have 641 00:23:35,320 --> 00:23:39,960 on one side that toroid, good, and on the 642 00:23:38,159 --> 00:23:43,200 other side the inner pivot. And we're going to 643 00:23:39,960 --> 00:23:45,919 make a circular pattern to repeat 644 00:23:43,200 --> 00:23:48,640 this torus six times along the 645 00:23:45,919 --> 00:23:51,320 pivot. How will we do it? 646 00:23:48,640 --> 00:23:54,320 Circular pattern, okay? up here on this 647 00:23:51,320 --> 00:23:57,240 object along this circular axis. 648 00:23:54,320 --> 00:23:59,279 Boom, and we added six. And that's how 649 00:23:57,240 --> 00:24:01,440 we got this shape here. That 650 00:23:59,279 --> 00:24:03,559 said, if you find this complicated, 651 00:24:01,440 --> 00:24:05,240 it's actually quite simple and involves basic 652 00:24:03,559 --> 00:24:07,480 fusion concepts. I recommend you check out 653 00:24:05,240 --> 00:24:09,000 the course because you'll learn a 654 00:24:07,480 --> 00:24:11,760 lot. And now we're simply 655 00:24:09,000 --> 00:24:14,679 going to combine using the 656 00:24:11,760 --> 00:24:18,720 join tool here, without clicking the keep 657 00:24:14,679 --> 00:24:21,640 tools button, and join this with the rest of the 658 00:24:18,720 --> 00:24:23,640 elements, and there we would have the shape of 659 00:24:21,640 --> 00:24:27,240 our link. And now I'm going to 660 00:24:23,640 --> 00:24:28,880 take the opportunity to apply rounding here 661 00:24:27,240 --> 00:24:30,720 at the base. I'm going to apply rounding 662 00:24:28,880 --> 00:24:33,480 here and also 663 00:24:30,720 --> 00:24:36,000 above 0.5. For example, the 664 00:24:33,480 --> 00:24:38,440 larger you make the rounding, the more 665 00:24:36,000 --> 00:24:40,799 rigidly this toroid arch will be held 666 00:24:38,440 --> 00:24:42,559 and the more robust your piece will be 667 00:24:40,799 --> 00:24:43,720 . And once we have this, 668 00:24:42,559 --> 00:24:46,600 we're simply going to make a 669 00:24:43,720 --> 00:24:48,600 circular pattern of those rounded shapes. In this 670 00:24:46,600 --> 00:24:51,080 way you have to make sure, this is 671 00:24:48,600 --> 00:24:54,000 important, that you adjust the toroids well 672 00:24:51,080 --> 00:24:56,640 so that, look, if you look at it from the 673 00:24:54,000 --> 00:24:58,279 front, okay? Make sure one 674 00:24:56,640 --> 00:25:00,360 of these faces of the hexagon is 675 00:24:58,279 --> 00:25:03,000 perpendicular to where you're looking, so 676 00:25:00,360 --> 00:25:05,240 one of them is diagonally directly in 677 00:25:03,000 --> 00:25:08,000 front of you, okay? Make sure it is 678 00:25:05,240 --> 00:25:09,480 properly aligned. I'll leave you the 679 00:25:08,000 --> 00:25:12,440 reference STL, but it should look 680 00:25:09,480 --> 00:25:14,640 something like this. And once we have this, 681 00:25:12,440 --> 00:25:16,919 we could then make the pattern. To make the 682 00:25:14,640 --> 00:25:19,600 pattern, I recommend that you watch the 683 00:25:16,919 --> 00:25:21,200 video we made of the 684 00:25:19,600 --> 00:25:24,440 honeycomb pattern, because here we are going to do more or 685 00:25:21,200 --> 00:25:26,120 less the same thing. First I'm going to come to the 686 00:25:24,440 --> 00:25:28,880 sketch I made of my hexagon and I'm going 687 00:25:26,120 --> 00:25:30,440 to create these two lines, this one here and 688 00:25:28,880 --> 00:25:31,559 this one here, because that's going to be the 689 00:25:30,440 --> 00:25:33,919 direction in which we're going to make the 690 00:25:31,559 --> 00:25:37,880 pattern. And now we create a 691 00:25:33,919 --> 00:25:40,399 rectangular pattern of this object along 692 00:25:37,880 --> 00:25:43,240 the two axes we just drew in 693 00:25:40,399 --> 00:25:46,480 that sketch. And now here we choose the 694 00:25:43,240 --> 00:25:49,360 spacing option and we can create this 695 00:25:46,480 --> 00:25:52,159 pattern in these two directions. Look 696 00:25:49,360 --> 00:25:54,279 here on the right, spacing 12 and 5 in 697 00:25:52,159 --> 00:25:57,919 both directions. And you'll have to 698 00:25:54,279 --> 00:26:00,080 adjust this. Do you see how these two 699 00:25:57,919 --> 00:26:03,000 toroids are touching here? Do you see how 700 00:26:00,080 --> 00:26:05,120 they're overlapping there? If this happens to you, 701 00:26:03,000 --> 00:26:07,520 you should come here to this torus 702 00:26:05,120 --> 00:26:09,840 and move it a little bit outwards. Click, 703 00:26:07,520 --> 00:26:12,760 half a millimeter. And in this way you can see 704 00:26:09,840 --> 00:26:16,120 how they no longer touch there, there is space 705 00:26:12,760 --> 00:26:17,919 between them. It is not an exact and 706 00:26:16,120 --> 00:26:20,559 concrete design. You move the pieces a little 707 00:26:17,919 --> 00:26:22,520 relative to each other, you move the toroid a little 708 00:26:20,559 --> 00:26:24,480 so that they don't collide, and you should 709 00:26:22,520 --> 00:26:26,720 get this result here, which 710 00:26:24,480 --> 00:26:28,120 you will find in the description. Look at 711 00:26:26,720 --> 00:26:30,080 how big the roundings we were able 712 00:26:28,120 --> 00:26:33,720 to make them. And notice once we have the 713 00:26:30,080 --> 00:26:36,000 pattern, how none of the toroids or 714 00:26:33,720 --> 00:26:39,440 any of these shapes collide with each 715 00:26:36,000 --> 00:26:42,279 other. Do you see how there's space between 716 00:26:39,440 --> 00:26:44,559 this and this? And there is space between 717 00:26:42,279 --> 00:26:46,720 this and this. So, this is what you 718 00:26:44,559 --> 00:26:48,919 're going to have to achieve, this shape 719 00:26:46,720 --> 00:26:52,000 that I've already shown you how to design, and 720 00:26:48,919 --> 00:26:53,760 make a pattern and keep moving 721 00:26:52,000 --> 00:26:55,640 these arcs or toroids until they no longer 722 00:26:53,760 --> 00:26:58,640 collide with each other. I'll leave you with 723 00:26:55,640 --> 00:27:00,760 this specific file, which is exactly 724 00:26:58,640 --> 00:27:02,840 the one I printed and it gave me zero 725 00:27:00,760 --> 00:27:05,440 problems and is super resistant. It 726 00:27:02,840 --> 00:27:08,880 turned out perfectly. You'll find everything in the 727 00:27:05,440 --> 00:27:11,799 description. This simple mesh, 728 00:27:08,880 --> 00:27:14,120 the dragon mesh, and the 729 00:27:11,799 --> 00:27:16,600 NASA mesh are all available for you to experiment 730 00:27:14,120 --> 00:27:18,279 and play around with. And as I said, if you find 731 00:27:16,600 --> 00:27:19,960 the designs too complicated, 732 00:27:18,279 --> 00:27:22,159 I really recommend you check out 733 00:27:19,960 --> 00:27:24,559 the course, because it's a shame to have a 734 00:27:22,159 --> 00:27:26,480 3D printer and not be able to get the 735 00:27:24,559 --> 00:27:28,320 most out of it, simply because you don't know how to 736 00:27:26,480 --> 00:27:30,559 model in 3D when it's actually 737 00:27:28,320 --> 00:27:31,960 quite simple. And with that we'll conclude 738 00:27:30,559 --> 00:27:33,600 today's video. You have all the 739 00:27:31,960 --> 00:27:35,919 knowledge you need to 740 00:27:33,600 --> 00:27:38,159 understand how they work and design 741 00:27:35,919 --> 00:27:40,000 your own designs, if you'll pardon the 742 00:27:38,159 --> 00:27:42,600 redundancy. In the description you have 743 00:27:40,000 --> 00:27:44,840 all the STL files for both the 744 00:27:42,600 --> 00:27:47,120 dragon mesh and the NASA mesh so you 745 00:27:44,840 --> 00:27:48,760 can print them yourself, and the 746 00:27:47,120 --> 00:27:50,519 STEP file so you can 747 00:27:48,760 --> 00:27:51,880 put it into Fusion and create the mesh of the 748 00:27:50,519 --> 00:27:53,480 size or shape you 749 00:27:51,880 --> 00:27:55,480 want. If you want to learn to 750 00:27:53,480 --> 00:27:57,440 3D model like professionals, you have the 751 00:27:55,480 --> 00:27:59,080 complete course below with which 752 00:27:57,440 --> 00:28:00,600 you will be 753 00:27:59,080 --> 00:28:02,640 able to design any 754 00:28:00,600 --> 00:28:04,159 type of part, car parts, 755 00:28:02,640 --> 00:28:05,919 mechanisms, a lot of 756 00:28:04,159 --> 00:28:07,960 super interesting things without having any experience. Leave me ideas for 757 00:28:05,919 --> 00:28:11,679 future videos and I'll see you 758 00:28:07,960 --> 00:28:11,679 next time. Agul. 55070

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