- [Instructor] Once we've created surfaces,
we need to analyze the surfaces and/or curves
are within a specific tolerance.
The tool that I'm going to use
is what's called Connect Checker.
Come down here, select my icon.
To get this part, you can either
use a file downloaded in your references
or hit F1 on the keyboard and
open up the document that you see listed here.
Now, let's get to work.
The way this works is, you specify,
in this case, two, three, four, 10 surfaces.
Make this surface number one.
I'm going to hold the Control key down, pick surface number two
and its going to give me a gauge measuring,
in this case, what's called G0.
G0 is a continuity type, indicating that two elements touch.
As you can see, at this end point and at this end point
the surfaces actually touch.
As we get further away, toward the center,
I have a deviation.
Now, if I look at the bottom of this menu,
I have max info.
At this point, this is our greatest point of deviation,
It's 1.76 millimeters away.
So at the end everything is good.
Now, based off of your modeling preferences and tolerances,
something that we talked about at the very beginning,
this may be acceptable, this may not be acceptable.
Chances are, this is an unacceptable format.
Most places want to have a deviation no greater than,
let's say .01 or even .1 in some cases is allowable.
But this is how we verify that our surfaces are built
to within a specific tolerance.
If I go and switch this to G1 continuity,
G1 Continuity measures the tangency,
whether or not two surfaces coming together are tangent.
As you can see, I have deviation of 4 1/2 degrees
basically across that entire edge.
G2 measures curvature continuity.
Now in this case, I don't have anything tangent,
so the way this tool works, if the surfaces aren't tangent,
then they can't be curvature continuous.
And then we also have G3.
Really haven't talked about G3 much in this.
G3 is something that's used for highly stylized surfaces,
very visible external body panels on a car,
that type of thing.
And it's a very smooth, one of the smoothest
forms of continuity between two surface patches.
If we don't have G0, we don't have G1, we don't have G2,
we definitely do not have G3.
Now, the way we're viewing this is under what's called Full.
If I go to Quick, you'll notice
the display changes a little bit.
Instead of having needles, it just puts up the actual,
looks like a little scribe line.
And by turning these options on and off,
you can see exactly where the deviations are.
So, if I wanted to see all deviations
greater than .1 millimeter, you can see it shows us
just where those deviations are located.
If I do G1 you'll notice it's kind of broken
across the entire edge.
Same thing with G2.
And G3.
This is a great way to, again, verify what's going on
with your curves, surfaces, how they come into one another.
This one here is under Quick, is what's called overlap.
So if I have and actual overlap, two end points crisscross,
it'll show me where that overlap is.
Now, these are two separate surfaces.
If I have a final joined surface,
I can use what's called Internal Edges.
So if I have one surface with several internal edges,
I can verify what is going on with those internal edges.
The rest of these setting are basically desceratization.
What is the resolution of the analysis?
So if I go to, let's say G0 under Full,
a higher desceratization is going to analyze
those points along the entire edge, more of those points.
Whereas if I go to a lower value,
you can see it spaces out the analysis points.
If I'm doing something on a very large model,
this could take time.
So you may want to reduce how many samples are being used.
Too low a sample count, and you might miss something.
Too high a sample count might take a long time,
so somewhere between coarse and medium.
Typically medium is okay.
And again, you can verify the connection between
surfaces and curves.
If you want to, you can come over here
and look at a color scale as well.
You can Auto Min Max so you can get a good indication
using the Full type of analysis with Auto Min Max toggled on
it gives you a nice basic gradient of where deviations are.
If you just want to see raw deviation,
you don't care about the gradients,
you can come in here and just go back to Quick.
Connect Checker, use it.
Analyze your surfaces and this way,
your final result will meet
whatever tolerance requirements are necessary
for positional, tangential and curvature.