AeroHydro, Inc.

The most advanced 3D surface modeling available...  

 

 

 

 

 




MultiSurf tips

Over the years we have written down and collected a large number of tips on the use of MultiSurf, which we want to share with the users. The tips are organized in six categories.
Here also an article on how to learn MultiSurf faster and better.

Modeling Techniques
Viewing/Displaying
Organizing/Speeding up your Model
Importing Files into MultiSurf
Commands
Troubleshooting/Diagnosis

Tips: Modeling Techniques

Straight portions on BCurves and CCurves
Making a circle
Points and curves in a plane
Surface with a complex boundary
Flat rectangular surface
Angle bisection I
Making a copy of a surface in a new location
Movable parts
Positioning a bead
Locating a bead at a particular X coordinate along a curve
Wrapping an extrusion onto a surface
Specifying slope at the end of a curve
Representing weights   
Relational solids
Making a copy of a curve in a different location
Tangent and normal planes  
Intersections cut with planes, cylinders or spheres  
Using a BLoftSurf for a fillet
Two snakes at a surface-surface intersection
Inserting a Master Curve into a Lofted Surface
Using components for internal structure (FRAMES.MS2)
"Freezing" a curve as a CCurve
Modeling piping runs
Nested edits
"Border points" in curve and surface tables
Use bright white color for "handle points"
Euler Frame bug
Auto Reversal of Master Curves
Measuring bevel angles
Breaking port-starboard mirror symmetry
Transom expansion with CopySnake
BFitSnake entity
CopyCurve, CopySurf entities
Bow Rounding with a Fillet
Differences between models
Document your models
Sketch planes in MultiSurf  
Representing thickness of bulkheads, frames and other flat parts  
Extending the hull surface
Trimming a DevSurf  
Offset, Mirror, etc. of TrimSurf  
Fair extension of a curve  
Importing data from a 3DA file  
Be careful about types for XYZ entities    
Use CopyBeads for Procedural Entities and Animation    
Increase divisions for NUBS approximation and IGES export  
Angle bisection II (4.7)  
Projecting a curve on an oblique plane  
AutoCAD layer name restrictions  

Tips: Viewing/Displaying

Showing a single object or a group of objects
Showing and hiding dependents, supports, and points
Increasing model accuracy by coordinating divisions
Number of divisions
Update extents
Reliable window zooming
Establishing the center for camera rotations
Windows on a cabin
Rendering bright metal
Porcupine curvature display
Keep Selection Set and Render Views open
Animation with MultiSurf
Spin command
Camouflage or mottled appearance in Render View
Viewing along a particular direction
Rendering without symmetry images
Saving a 2D view of offsets
Animation and Spin together (4.7)

Tips:Organizing/speeding up your model

Using an ObjectList as a restorable selection set
Creating more disk space
Layers
Cleaning up your model
Making different layers visible in different views
Sorting a model into top-down order
Document your models

Tips: Importing files into MultiSurf

Converting 3D DXF files to MultiSurf model files
Reconstructing a 3D curve from 2D projections
Import3DA command

Tips: Commands

Animation with MultiSurf  
Solving geometry problems in MultiSurf
Guidelines for Command-line utilities  
Porcupine curvature display  
"Freezing" BFit objects    
Host and Guests commands    
Sorting a model into top-down order    
Help command
Spin command
Slow objects - StatusBarNames command  
SetPath command

Tips: Troubleshooting/Diagnosis

Why does my SubSurf (or BlendSurf) look like a spiderweb?
If your IntSnake, ProjSnake, IntMagnet or ProjMagnet fails to converge
Isolating an error with Select/ Supports and Select/ Invert
Identifying objects that are slowing down your model
Differences between models

Straight portions on BCurves and CCurves

All of these techniques involve arranging control points that lie accurately in a straight line. To create a series of points that lie durably on a straight line,

  1. create a Line between two endpoints
  2. place beads on the Line.

BCurves, type 2: To make a portion straight, put at least three consecutive control points on a line; the straight portion will start and end at midpoints between control points. See PWRB2.MS2.

BCurves, type 3: Put four consecutive control points on a line; the straight portion will be (approximately) between the second and third points.

CCurves: The key is to put two control points very close together at the end of the straight section -- for example a bead at t=0.0001 or t=0.9999. For an example, see sample file STRTPART.MS2. This method makes excellent chines and keels for powerboats.

Making a complete circle

When you know the center and a start point at the correct radius, use a type-3 Arc.

When you know the axis and a start point at the correct radius, use a Helix with pitch=0 and angle=360 degrees.           

  

Points and curves in a plane

Create a Frame from three points or a Roll/Pitch/Yaw Frame from one point and use this as a "sketching plane".
Put points in the frame and be sure to make the Frame the parent of the points. The points should be located in the x-y, x-z, or y-z planes of the frame. Depending on the plane in which the points are located, make the appropriate dragging constraint for all the points. This way the points can not be dragged off that plane with the mouse. Most kinds of curves will lie in a plane when all their control points do (Arcs, BCurves, CCurves, Lines, FCurves...)
You can hide the construction entities when the curve is done. 

Surface with a complex boundary

If you are designing a surface with a complex boundary (more than four sides), first make a fair basis surface (using whichever kind of surface gives you the overall fair shape), then trim out the surface you want with a SubSurf or a TrimSurf. Use a SubSurf if the surface can be bounded by 2 snakes. A TrimSurf is best for all others

Example applications: topside surface above a chine with steps; broken or stepped sheer.

Flat rectangular surface

Often the simplest way to make a flat rectangle is with a type-1 BSurf having only four control points -- the four corners. If you know three of the corners, make the fourth as a CopyPoint from the three known corners.
Another simple alternative is to make two Lines between corner points and a TranSurf from the Lines.

Angle bisection I

Suppose you have three points 'p1', 'ctr' and 'p2', and you need to construct geometry in the plane that bisects the angle 'p1'-'ctr'-'p2'. Make a type-2 Arc from 'p1', 'ctr' and 'p2'. Put an AbsBead 'mid' at the center of the arc (t=0.5). Then make a Frame 3 'frame' from 'ctr', 'mid' and 'p1'. The x,z plane of 'frame' is the plane that bisects the angle; the x,y plane is the plane of the original three points.

Making a copy of a surface in a new location

If the copy is a mirror image of the original, use a MirrSurf.

If the copy results from rotating the original about an axis, use a RotatSurf.

If the copy is displaced parallel to the original, use a RelSurf with just one point (at the new location of the (0,0) corner).

 A CopySurf is much more versatile – the copy can have any position and location relative to the original, and can be nonuniformly scaled in the process.

Movable parts

Build the part in a Frame, using Point objects with the Frame as their parent. When you relocate or reorient the frame, anything built from these points will go with it.

Example: FRAME1.MS2

Positioning a bead

To position a bead at a given distance along a curve from either end, or from another bead, make an ArcLenBead.

  • for a given distance from the t=0 end, select the curve as support
  • for a given distance from the t=1 end, put an AbsBead at t=1, and use it as the support
  • for a given distance from another bead, use that bead as support

The offset can be positive or negative (forward or backwards along the curve).

See ARCLENBD.MS2 in Examples folder.

Locating a bead at a particular X coordinate along a curve

Use an XYZBead (type-1 to use X as the coordinate).

Wrapping an extrusion onto a surface

Use a SweepSurf – "path" is a snake on the surface, "guide" is an OffsetCurv made from the snake, and "shape" is the cross-section.

Examples: GUARD.MS2, GUARD1.MS2

Specifying slope at the end of a curve

BCurves - Position the second control point in the desired direction from the end control point (a BCurve always ends tangent to its polyline).

CCurves - You can put the second control point very close to the first, in the desired direction. The CCurve has to go through both points.

XCurves - You can specify the end slopes as numerical values.

If you want to specify the end slopes as angles, use a Point with Polar coordinates for the second control point.