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Overview
In MultiSurf, surfaces are built using curves, other surfaces and sometimes points as parents.
In this chapter, we offer some guidelines for deciding which MultiSurf entity to use for what
particular task, how to find the entity creation tools, how to use the Insert dialogs, and how to use the
Quick Point Mode and Quick Spline Mode shortcuts. At the end we provide “How to...” summaries
for some frequently-required tasks.
B-Spline Surface The surface emulates B-splines in the the U and V directions.
Uses points as parents.
Blend Surface Curvature continuous (G2) blending between 2 surfaces.
Blister Local protuberance on a surface.
Centerpoint Boundary Surface bounded by 4 curves. A single point determines the
Surface surface bulge.
Composite Surface Method of joining surface patches together for the purpose of
flattening.
Copy Surface Makes a scalable copy of a surface from one frame to another.
Developable Surface Ruled surface that can be rolled out flat onto a plane without
stretching.
Fitted Surface Fit a NURBS surface to an existing MultiSurf surface.
Mirrored Surface Mirror a surface across a plane.
NUB-Fit Surface Fit a NURBS surface to an existing MultiSurf surface.
NURBS Surface Non-Uniform Rational B-Spline Surface
Offset Surface Offset a surface, constant offset or 4 corner blend.
Poly Surface Joins multiple surfaces into one surface.
Procedural Surface One point (or curve) of the procedural entity repeated to all
positions of the parent beads/rings/magnets along the
supporting bead/rings/magnet's host curve or surface.
Projected Surface A surface projected onto a plane.
Relative Surface A surface related to another. The four corner points used as
parents.
Revolution Surface Revolve a curve or shape around an axis line.
Rotated Surface An copy of an existing surface rotated around an axis line.
SubSurface A subset of an existing surface. Can be smaller or larger than the
original. No holes.
Sweep Surface Sweep a curve or shape along a path. Shape stays normal to
path.
Tabulated Surface Parent point data is extacted from a table.
Tangent Boundary Surface bounded by 4 curves. Type of continuity can be assigned
Surface on each edge. Surface can be shaped using control sliders.
Translation Surface Extrude a curve or shape along a curve.
Trimmed Surface Trim any shape from an existing basis surface. Holes allowed.
Arc Lofted Surface The surface emulates arc sections in the lofting direction.
B-spline Lofted The surface emulates B-splines in the lofting direction, does not
Surface pass through each curve.
C-spline Lofted The surface emulates C-splines in the lofting direction, passes
Surface through each curve.
Foil Lofted Surface The surface emulates a Foil shape in the lofting direction. Uses 3-
5 lofting curves.
X-Lofted Surface The surface emulates X-splines in the lofting direction, passes
through each curve.
Q: Can you make the surface by rotating one curve around a centerline or axis?
Use a Revolution Surface.
Q: Is the surface a piece of a larger surface?
A SubSurface is a 4-sided parametric piece you can use as a parent for other MultiSurf entities.
A Trimmed Surface is a non-parametric piece that can have an irregular boundary (many sides)
and can have holes in it.
Q: Do you need to produce a bulge that connects smoothly to the surface it sits on?
Use a Blister.
Q: Do you need to connect one surface smoothly to another?
Use a Blend Surface like a fillet to smooth the connection between two surfaces or a Tangent
Boundary Surface as the second of two adjacent surfaces.
Q: Do you think of the surface as being the area inside three or four boundary curves?
Use a Centerpoint Boundary Surface. If you want to specify slope (tangency) and/or curvature
continuity for one or more of the edges or you need to have more than one point of control over
the interior of the surface, try a Tangent Boundary Surface.
Q: Do you want the surface to be freeform, but fixed to two edge curves?
There are several choices: use an Arc Lofted Surface, B-spline Lofted Surface, or C-spline
Lofted Surface.
Q: Do you want the surface to pass exactly through a series of control curves?
Your surface is a C-spline Lofted Surface.
Q: Can you make the surface by connecting two curves with a series of straight lines?
Use a Ruled Surface or a B-spline Lofted Surface with two control curves.
Q: Can you make the surface from a series of circular arcs connecting two curves?
An Arc Lofted Surface will do this for you.
Q: Do you need a surface to pass exactly through a set of control points?
Try a C-spline Lofted Surface defined by C-spline Curve control curves.
Q: Do you need to make a panel that will be formed onto frames where no stretching is required,
something that would use plywood in construction for example?
Use a Developable Surface.
Q: Do you need to make a copy of an existing surfaces in another location with a different oriention
to the global coordinate system?
Use a Copy Surface in a Frame.
Q: Are none of the above surfaces seemingly correct for the application?
Use a Procedural Surface.
Choosing Curves
Choosing the curve to do the job generally is a fairly simple matter. If what you want is truly a line,
then by all means use a Line — two points, the Line, and you’re done. If what you want is actually a
circle or part of a circle, use an Arc; or if what you want is a helix, use a Helix. While you can model
these curves either exactly or approximately with splines, to do so you will generally need more
parent points, and more fiddling with their positions. More importantly, the resulting curve will not
have the durable character of a line, arc, or helix — you would need to place the control points very
carefully so that the spline would take that one shape (line, arc, helix) out of all the others it’s capable
of being molded into.
Q: Is the curve you need identical to another existing curve, but with reversed t-orientation?
Use a SubCurve between two beads at t = 1 and t = 0.
Q: Is the curve you need identical to another existing curve, but with a different distribution of the
parameter t ?
Use a SubCurve with three or more control beads, the first and last ones at the ends of the basis
curve.
Q: Is the curve you need identical or closely related in shape and position to another existing curve?
Try one of these: a Relative Curve is formed by offsetting points from a basis curve; a Projected
Curve is the projection of a curve, usually onto a plane; a Mirrored Curve is the reflection of a
given curve; a Projected Snake can be used to establish a draft angle for mold releases.
Q: Is the curve you need a portion of an existing curve?
This is a SubCurve between two beads.
Q: Do you need to link up two or more curves end-to-end to make a single curve out of them?
Then a PolyCurve is required.
On the other hand, if your needs are not as specialized as the above curves, chances are you need to
be designing with some form of spline curve:
A C-spline Curve passes through all its control points and is completely shaped by their
locations.
A B-spline Curve passes through its two end control points but generally does not pass through
the other ones; instead, it acts as if attracted to the intermediate control points, or attached to them
with springs. B-spline Curves have lots of nice properties that make them very popular for
freeform curve design. Especially when we want to control the end directions of a curve, or shape
a curve that has an exactly straight portion, or has a large variation in curvature along its length,
we think first of a B-spline Curve.
Choosing Points
Choosing the right point entity is usually a matter of identifying any special properties required.
First, points are in four classes that reflect restrictions on their positions:
• beads are constrained to lie on a curve
• magnets are constrained to lie on a surface
• rings are constrained to lie on a snake
• the rest are “general 3D points”
Beads - because their only constraint is that they must lie on a curve and snakes are considered
curves - can be placed on snakes. However, we don't recommend this. Because it must lie on a snake
which must lie on a surface, a ring gives more information about its location. Always using rings on
snakes will assure that you get the most out of the relationships that you have taken the trouble to
build.
One main idea we’d like to reinforce here is the great usefulness of relative points of all kinds (3D,
beads, rings, magnets). By definition a relative point always stays in a specified position relative to its
parent point. By using one point with default Parents and several to many points with relative
coordinates to define another entity, or even a set of entities, you can then move the entire entity or
the entire set of entities by moving a single point.
Projection points (Projected Point, Projected Magnet) result from constructions that require solving
for an intersection. They are more complex and in some cases more “fragile” than other points — for
example, it may be that no intersection or that multiple intersections occur — but for their specialized
purposes they are indispensable!
To change points from default Parents to non-default Parents (or vice versa):
Simply Edit Definition for the point. If changing to non-default Parents, specify the Parent(s) if
changing to default Parents, click in the Parent box you want to change and select "Default object"
from the Surface Manager pane. MultiSurf asks if you want to "Preserve Absolute Location" or
"Preserve Offset Values".
When you choose a specific kind of entity from a drop-down menu, it is displayed in the Property
Manager in Insert mode.
For details about creating entities in these modes, see “Quick Points and Quick Splines” on page 4-14.
Defaults
Program-generated Defaults for Properties
In the Property Manager, defaults for properties are program-generated:
Names. Default names are made by three rules, applied as follows:
1 If the name of the last entity made for this entity ends with a number, MultiSurf tries to make
a new name by incrementing the number.
2 Otherwise MultiSurf tries to make a new name by appending the digit “1”.
3 If the first two rules fail, or if this is the first instance of this entity, MultiSurf makes a name
characteristic of the entity class (e.g. pt for Point entities, surface for Surface entities),
followed by the first available number.
MultiSurf guarantees that default names offered do not duplicate existing names.
Color, Visibility (but not hidden status), Divisions, Type, Degree, etc. Defaults for these
properties are based on the entity class or on a previously created entity of the same class.
Layer. Default layer is the Current Layer (set in Tools>Layers, Current Layer), unless there is a
single entity in the Selection Set AND that entity is the same kind as the one being created — in
which case, the new entity will be put on the same layer as the preselected entity.
Weight. Default for weight is 0.
Reverse Orientation. Default for Reverse Orientation is not checked.
Relabel. Default for relabel is * which means the default relabel for that entity is used.
Offsets, Location. The default location for a Point, Bead, Magnet, or Ring depends on the contents
of the Selection Set when the point entity is created:
Point:
All Points have two parents, Point and Frame. In the Insert Dialog box, the default offsets are
always 0,0,0, but the Point and Frame to which the offsets are relative to change depending on
the entity(s) that are pre-selected.
• When the Selection Set contains no Point or Frame entity, the offsets are relative to the origin
(Point) of the global coordinate system (Frame). (This is indicated in the Parents section of
the dialog by a star.)
• When the Selection Set consists of only a Frame, the pre-selected entity is used as the Frame
Parent. The Point Parent remains the default point, 0,0,0, of that frame.
• When the Selection Set consists of a single Point entity, the pre-selected entity is used as the
Point Parent. The Frame remains the global coordinate system.
• When the Selection Set consists of a Point and a Frame entity, the pre-selected Point entity is
used as the Point Parent and the pre-selected Frame entity is used as the Frame Parent.
• When the Selection Set contains two or more Point entities, the first entity is used as the Point
Parent and the second defines the origin of a frame that is parallel to the global coordinate
system.
Bead, Ring, and Magnet:
• When the Selection Set consists of a single Bead/Ring/Magnet entity (that is, a Bead when
you are creating a Bead, etc.), the preselected entity is used for “Relative to” and the default
location of the Bead/Ring/Magnet being created is the location of the preselected
Bead/Ring/Magnet.
Note: A ring can serve as a magnet. Therefore, if a ring is selected and you insert a Magnet, it
uses the ring for “Relative to” and location defaults to du=0, dv=0.
• When the Selection Set does not contain a single Bead/Ring/Magnet entity (that is, a Bead
when you are creating a Bead, etc.), the default location of the Bead or Ring being created is
at t = 0.5 of the parent curve or snake, and the default location of the Magnet being created is
at u = 0.5, v = 0.5.
Note: You can put both rings and beads on snakes, but you can put only beads (no rings
allowed) on curves.
Locked/unlocked status: Use the Locked checkbox to specify the locked/unlocked status of the
entity. The default status for a newly-created entity is unlocked.
Note: Re preselection and Projected Points, Mirrored Points, and Projected Magnets: Because you
cannot use one of these entities as a basis for another entity of the same type, if you preselect a
Projected Point when creating a new Projected Point, a Mirrored Point when creating a new
Mirrored Point, or a Projected Magnet when creating a new Projected Magnet, MultiSurf
automatically uses as default the parent of the original point or magnet, thereby overriding the
default use of the preselected entity as the parent.
Always check default parents to be sure they are what you want — MultiSurf can’t distinguish
between an entity that was intentionally preselected and one that was “just left” in the Selection Set
and happens to qualify as a parent for the entity being created. If you want to see what the new entity
will look like and keep the Edit dialog open, you can just hit Apply.
Internally-defined Entities
MultiSurf contains several internally-defined (or predefined) entities you can use as parent entities
without having to create them yourself. When you are creating an entity, you may choose these as
parents (where appropriate). Notice that '*' can be used for a number of default entities. The context
of its use makes it clear which entity it represents.
Note: Internally-defined entities are never visible in the drawing; you must select them from the
Surface Manager or the Available Entities pane.
Name What It Is
* (Default object) point located at 0,0,0 of a frame
* (Default object) frame (global coordinate system)
* (Default object) relabel (default relabel for entity)
*0 bead or ring at t=0 end
*1 bead or ring at t=1 end
*X=0 X=0 plane
*Y=0 Y=0 plane
*Z=0 Z=0 plane
Note: Internally-defined entities do not shift or rotate. If you plan to modify your model in either of
these ways, make your own entity at the appropriate location.
Overview
To create an entity once you have it in the Property Manager:
1 Edit any of the default data you want, e.g. name, color, parents, etc. Note that you must replace
any *EMPTY* placeholders.
2 Click to OK.
The new entity becomes the currently selected entity.
Property Manager
For explanation of a
particular entity’s characteristic properties and parents (the data, other than name), see its entry in
Entity Descriptions
Name. To edit the default offered for entity name, click in the name field and make your changes.
Refer to “Understanding MultiSurf Entities - Defining Entities - Properties Common to All Entities -
Name“ for details on valid entity names.
Color. Select the entity color from the drop down color palette in the dialog.
Visibility. Drop down menu to set visibility, True or False, see ”Understanding Entities - Defining
Entities - Properties Common to All Entities - Visibility”.
Layer. Set the layer by choosing it from the drop down list. Use Tools>Layers to name layers, and to
turn the display of individual layers on and off.
Locked. A locked entity can not be edited or moved.
Characteristic Properties. Characteristic properties are entity-specific properties such as degree for
B-spline Curves, type for Arc, pitch for Helix, draft angle for Projected Snake, style for Blister.
Relabel. Available for all curves, snakes and lofted surfaces, and some other surfaces. Allows you to
relabel how the parameter t is distributed along a curve or snake or u and v are distributed within a
surface.
Note: In the Surface Manager pane, the icons for currently-selected entities are shown with a cyan
rather than a yellow background. You can right-click in whitespace in the Surface Manager
pane and choose Expand to Selected Entities to see them. In the Available Entities pane, any
entities selected are highlighted.
Divisions. Set divisions and subdivisions for curve and surface entities. t divisions and subdivisions
are used for curves and snakes. u and v divisions and subdivisions are used for surfaces. The higher
the divisions and subdivisions, the more accurately the entity will be evaluated (at the cost of
processing speed). Accuracy also can be improved by coordinating divisions between parent and
child entities. For further details on divisions, see ”Understanding Entities - Defining Entities -
Additional Curve and Snake Properties and Additional Surface Properties”.
Reverse Orientation. Available for all surfaces. Reverses u and v directions when checked.
Visibility Options. Set visibility options using drop down menus. Options available depend on the
type of entity being created. For explanation of the various visibility options, see ”Understanding
Entities - Defining Entities - Properties Common to All Entities - Visibility”.
Weight. Set the weight (point), weight per unit length (curve) or weight per unit area (surface) of the
entity.
User Data. User Data is a new attribute, editable in both the Property Manager and Multiple Edit. A
text string of up to 40 characters can be entered here.
Quick Points
Shortcuts: or Q
The quick points function is a shortcut for making points (Point, Bead, Magnet, and Ring entities),
and it leaves you ready to insert a curve (or snake) parented by the set of points. In this drawing
mode, called Quick Point Mode, you create point entities by simply clicking locations in the graphics
display.
Which kind of point entity will be created is determined by the contents of the Selection Set when
Quick Point Mode is invoked. To make Points in space, preselect one or more point entities or
nothing; to make Beads, preselect a curve in space; to make Magnets, preselect a surface; to make
Rings, preselect a snake.
Since Quick Point Mode operates in 3D space (rather than on a 2D sketch), the 3D location of quick
points is determined by a combination of the pointer’s 2D location on the screen plus depth
information from a preselected entity or, for Points in space, a default plane. The points automatically
are given a series of default names which follow the general rules for naming entities.
Quick Splines
Shortcuts: or S
The quick spline function is a shortcut for making B-splines and C-splines (curves or snakes) in the
graphics display. In this drawing mode, called Quick Spline Mode, you make a spline and its parent
points at the same time. As you drag (standard creation method) or click (alternate creation method)
the parent points, a dynamic preview of the B-spline or C-spline that is defined by them is displayed.
Defaults for the B- vs. C-spline option, for the Degree of the spline, and for the spline creation method
are set on the Tools>Options>Entity tab.
Whether curves in space or snakes constrained to a surface will be created is determined by the
contents of the Selection Set when you turn on Quick Spline Mode. To make snakes, preselect a
surface; to make curves in space, preselect any kind of non-surface entity or nothing. The parent
points created for curves in space are Point entities and those created for snakes are Magnets.
Since Quick Spline Mode operates in 3D space (rather than on a 2D sketch), the 3D location of the
parent points is determined by a combination of the pointer’s 2D location in the plane of the screen
plus depth information from a default plane or a preselected point or surface entity. The points and
spline automatically are given default names.
option, when the cursor is over a point it changes to and clicking here will make the existing
point part of the Selection Set, not another quick point.
The “standard” method ⎯ click-and-drag: Press the mouse button down where you want the first
parent point, drag to the location of the next point, release the mouse button. Press the mouse button
down again at the same location where you released the mouse button, then drag to place the next
point, release the mouse button, and so on. To finish the spline, click anywhere in the drawing other
than the location of the last point or choose another cursor mode.
Alternate spline creation ⎯ series of clicks: Click the mouse button at the location of each control
point, except double-click to drop the last control point (this ends the spline).
7 Repeat dragging out segments until the spline is complete, then to end the spline, click any
location other than the last parent point (or exit Quick Spline Mode).
Note: If you are using the alternate spline creation method (Tools>Options>Entity tab), simply click
each parent point location, except double-click the last point location (or exit Quick Spline
Mode at that location) to end the spline. If you click at an existing point (or qualifying magnet,
for snakes), that point will be used as a parent and no new point will be created at that
location.
8 To exit Quick Spline Mode, right-click and choose another mode (e.g. Select Mode), or press
Esc, or click again, or choose Insert>Quick Spline Mode again or press S again.
How to…
Introduction
MultiSurf entities give you the ability to create a rich variety of surface shapes, complete with durable
relationships. To help you discover ways in which you can capitalize on them, we’ve collected some
brief “how to...” examples that introduce important MultiSurf-specific modeling techniques. (For a
detailed, hands-on tour of MultiSurf capabilities, we recommend you run the MultiSurf tutorials.)
We generated the toothbrush body from just the top, side, and parting line curves.
Basic steps:
1 Create the first surface.
2 Make a snake that will serve as an edge for the surface you want to join to the first surface.
3 Create the second surface, using the snake as one of its parents.
Note: Coordinating divisions does not mean that the number of u-divisions has to be the same as the
number of v-divisions.
line
arc
Fig. 1
• Two B-spline Curves that share an end point and where the next-to-end point of the second
of the B-splines is the Mirrored Point of the next-to-end point of the first mirrored across the
shared end point (Fig. 2). See also Tangency and Mirrored Points in the Building Tangency
with B-splines tutorial.
Shared endpoint;
also Mirror for Mirrored Point
Fig. 2
• A B-spline loop that begins and ends at a Bead on a Line between the two next-to-end control
points (Fig. 3). See also Tangency and B-spline Curve Loops in the Building Tangency with B-
splines tutorial..
line
bead
Fig. 3
G2: If the curves join with zero angle and have the same curvature at the junction, they are said to
have G2 continuity, second order geometric continuity, or curvature continuity. This is relatively
difficult to achieve with splines, but here are a couple of examples:
• A B-spline Curve that ends normal to a plane and its Mirrored Curve across that plane (Fig.
4). See also Tangency and Mirrored Curves in the Building Tangency with B-splines tutorial.
Fig. 4
• A Line and a degree-3 B-spline Curve whose ending 3 control points lie on the extension of
the Line (Fig. 5).
line
degree-3 B-spline
line
Fig. 5
Edge continuity can be either G1 (continuous slope) or G2 (continuous slope and curvature).
Note: You can also use the Tangent Boundary Surface with no edge continuity specified.
When you need to span an area with a surface that gives you control over tangency conditions along
opposite edges, try a Blend Surface
Making Domes
MultiSurf has several alternative entities which provide a wide range of possibilities for domed
shapes:
The Centerpoint Boundary Surface extends upward from the center of an enclosed curve. The apex
of the Centerpoint Boundary Surface dome can be off-center.
Another option for domes is to create a set of profile curves and span them with Tangent Boundary
Surfaces. In this method a dome would be separated into 4 quadrants, one or more spanned with
Tangent Boundary Surfaces, any remaining ones with Mirrored Surfaces.
If the dome in question is defined by arcs in one direction it could be constructed with an Arc Lofted
Surface.
The MultiSurf B-spline Lofted Surface is yet another method to construct a dome. Here’s an
example: