- [Instructor] Next, there's couple of visualization checks
that we need to run through,
one of them is called the Connect Checker
and this is inside of Generative Shape Design as well,
and this is doing a check of connection between edges.
On this surface, between those faces, those patches,
I want to make sure that I have Internal Edge turned on,
and with this, I just come through
and I toggle the type of analysis I want.
Right now it's a G0 continuity,
this is telling me that I have
a 0.002 millimeter very small,
some places, this may be acceptable
in some places, this may not be acceptable,
so you have to make sure you know what your allowables are,
and same thing with your G1,
here I have 0.077 degrees, so if this is below that,
you can see I can tell where that little indiscretion
is located at and again, this may be well within your range.
Some places have a G0 continuity of 0.01,
some places have a G1 continuity,
maximum allowable of a quarter of a degree,
some places have a half a degree,
so again, it's up to where you're working or your OEM
determining what those tolerances are at.
So I can come over here and look for G2, and this could go
all the way up to 10 in some places, 10%,
and for G3, we can see everything in this case
is going to be off, this is an interior part
and for the most part, interior components
aren't going to really be concerned
with a G3 type of continuity.
Next is what's called Highlight Lines.
Highlight Lines, this is located only in freestyle,
and the way this works is
you pick the surface you want to analyze,
and based off of a vector direction normal
to that direction, pitch angle,
it sets up these lines projected onto the surface,
and this a visual mapping of the shape of the surface
using these curves, and as you can see,
it comes across these boundaries,
and you can get an indication of what's happening
across these boundaries, visually speaking,
to get a good look, close look, at what's happening.
Now, as I walk this across the surface,
I don't see any sudden interruptions in shapes or changes,
I see a little warble in here that somebody may not like,
I may have to add a little bit more peat to that surface
or flatten it out based off of styling requirements,
but this allows you, again, visually see
what's going on with that surface.
I can increase or decrease the pitch angle,
so this is going to change how many of those highlight lines
are walking across the surface.
If I go up to my compass and right-mouse click
and change my Privileged Plane,
it's going to project those lines normal to the surface
based off of that, again,
what would be the Z axis of the compass.
I can also do a tangent, and again,
this is going to analyze across those boundaries,
and as you can see here, I got a tiny little squiggle
based off of that view.
Typically speaking, it's going to look good in two views,
the third view may not be perfect, and for the most part,
that's going to be acceptable for something like this,
an interior part that's got a grain,
if it looks good in other directions,
then typically speaking,
any of those small anomalies may not be an issue,
but in this case, this may be something
you want to go back and look at.