- [Instructor] Now that I have my armrest complete,
I'm going to go in and do some visual checks
and some distance checks,
to make sure that everything is within tolerance
and it looks good.
And for that, I'm going to go back
into the Freestyle Workbench.
First is Connect Checker.
I want to make sure that everything works
to within .005 millimeters, so basically five microns.
I'll pick my surface, make sure G-0 is selected,
and you'll notice that there are no discrepancies.
For G-1, again, two-tenths of a degree, no discrepancies.
Everything looks good,
so this is within tolerance for G-0 and G-1.
I don't expect it to be within G-2 tolerance.
Some of them will be and some of the areas won't be,
but again, this is an interior part,
most likely it's going to have some sort of a grain
and it's going to be covered in foam,
so if it's out of tolerance for G-2, for perfect G-2,
chances are it's going to be more than acceptable.
Like in this case, it's just a 5%, 4%, 2%,
so that's well within any range.
So if I take this up to something like 10%,
in most cases, something like that is going to be
an acceptable amount of deviation
within the G-2 realm for a component like this.
Now if this were an exterior part,
something that has high reflections,
surfaces that are big, broad, and flat,
that are going to reflect a lot,
then you want to make sure that G-2, even G-3 continuities
are well within the spec that you've been given.
But again, since this is an interior part,
it's going to have grain on it,
it's going to be made out of foam,
G-2 in these little areas like this isn't truly necessary.
You can go back and correct it if it is,
but for the most part, most places, most studios,
that's not going to be an issue.
Let me go ahead and hide that,
and the next thing I want to do is a Highlight Lines Analysis.
Select my surface, say Normal,
we'll go down to three degrees,
put a lot of lines on there,
and with that, just zoom in and take a look,
and verify how everything looks.
If you see any areas that are cause for concern,
you can go back in and make modifications
to your base geometry to fix those things.
So, as we go through, we can verify
that everything looks really good.
I'm going to right-mouse-click on my compass,
change my privilege plane,
and run the check one more time.
Again everything looks good,
there's no sudden changes or breaks.
Everything looks pretty good,
and try it again in the third direction.
Now remember, generally speaking for something like this,
only two directions are necessary
to make sure that everything looks really good
or nearly perfect.
You're never really going to get all three directions
to look perfect.
It's just not going to happen, it's just not the case,
so for something like this,
check it out in two of the directions.
If something's a little weird in the third direction,
that's perfectly fine, it's an acceptable condition,
because the other two reflect line directions
look just fine, this looks great.
Select OK, and just like that we have a nice visual check,
and the armrest looks great.