For making one volume I used the intersection tool, witch in it self did succeed. ![]() I first tried to make one model of rails and sleepers in order to faciltate 3D printing so that the slicing programe sees one closed volume. The problem of disappearing surfaces does occure many times when moddeling this railway switch. Which may be the crux of the problem, I am using SU to design with as opposed to modelling an existing design.In the attachment you see the rails I made. Therefore I had to start with the floor plates, plus it is my intuitive way to design. I played with several different sizes of orthogonal floor plates and the circular space trying to find the adequate size, giving consideration to a proposed lot space, cost of building, space desired, etc. One other thing, where you suggest to draw all the walls first, my process was to establish the floor plate then draw the perimeter walls and extrude up. I also thought scenes were more for animation. ![]() I imagine to a seasoned modeller it appears to be jumping the gun somewhat, so I will dial that back. I realize they are not very complicated, but the points where they interesect with the cylinder and wall positions / dimensions would have to be re-established.Īnd finally the materiality helps me visualize the spaces. As per g.h.'s reply above, I will attempt to rebuild them. Question now is can I salvage these floor plates or rebuild them. I have gone through some of the tutorials, wish I had come across one that would summarize a proper workflow approach point by point. I am dreading redoing the stair mind you. I have remodelled using 120 segments in the circle to tighten up the geometry. Since I am closer to completion I am cleaning up sections, ie: for example the cylindrical volume, mezzanine, railings, etc. I hear you about trying to complete one portion, but as I develop the model I constantly adjust other parts, so all aspects are being tuned and dimensions adjusted as I go along. I started this model over a month ago and some of my bad habits are still imbedded. Yes you are absolutely correct regarding workflow, it is slowly getting better, but much more to learn. If you do need to explode groups, though, the first step after exploding should be to go to Entity Info and immediately select Layer 0. You can open them to make edits if needed. Under normal circumstances there should be little or no reason to explode groups. If you want to add materials to your groups, open them for editing and apply the materials. It shouldn’t if you got all of the geometry into groups.Īfter you are sure your model is clean, click on the scene tab and the layers will all be turned on and your model should be visible. Go to the View menu and turn on Hidden Geometry and do a Command-A selection and see if Entity Info shows anything selected. When all of the groups have been assigned other layers, the model space should be blank. As you do this, the groups will disappear. Only change layer associations for the groups. Do not open the groups for editing at this stage. Now select a group and change its layer in Entity Info. Turn off their visibility as you make them. Now create the layers you need for the various objects. Next create a scene that shows your entire model. Make sure face orientations are correct and that you aren’t missing any geometry in your selections when making groups. Do not apply textures or materials to anything yet. Continue working that way until you have the model built. Select all of its geometry and make a group. ![]() Select all of the wall geometry (triple click on the wall with the Select tool.) and make a group. Try working in the following manner:ĭraw one thing. This thing with getting geometry on the wrong layers seems to be an ongoing problem for you. From your description here and from prior threads you’ve started, it sounds to me like you need to change your workflow.
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