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Modeling Tools

The tools that turn sketches into solids in the Design tab, and the reference geometry they attach to. Every tool consumes what is already selected, and every one of them becomes a feature in the tree that can be edited later.

Add Material

Tool Key What it does
Extrude Shift + E Extrude a profile, or push and pull a face that is already on a body
Revolve Shift + R Revolve a profile about an axis
Sweep Shift + W Sweep a profile along a path, including a helix for springs and augers
Loft Shift + L Skin between two or more profiles
Thicken Offset a solid face into a thin plate as a new body
Rib Grow a stiffening wall from an open sketch line, fused to a body

Extrude offers blind, symmetric, two-sided, through-all and up-to-face end conditions, plus a draft angle on the side wall. Its result can add to, subtract from or intersect an existing body, or start a new one.

Note

A subtraction that removes no material is reported as an error rather than succeeding silently.

Surfaces

Sheet bodies are surfaces with no thickness, for shapes that are easier to build as a skin and solidify afterwards.

Tool Key
Surface Extrude Shift + G
Surface Revolve Shift + J
Surface Loft Shift + O
Surface Fill Shift + Q
Surface Offset Shift + U
Thicken Surface Shift + V

Thicken Surface is how a sheet body becomes a printable solid.

Dress-up

Tool Key What it does
Fillet / Chamfer Shift + F Round or bevel a picked edge
Draft Shift + D Taper a picked face by an angle
Shell Shift + K Hollow the body to a wall thickness, opening a picked face
Delete Face Remove faces and heal the solid, which is how a feature is stripped off an imported part

Holes and Threads

Hole (Shift + H) drills simple, counterbored and countersunk holes, centered on a picked face or placed on a plane. It carries an ISO and ANSI standards table, so you can ask for an M6 clearance hole instead of computing a diameter.

Thread (Shift + T) cuts a real helical thread into a bore or onto a shaft.

Placement

Operations that move a body without changing its shape: Transform (Shift + Y) moves and rotates a body, Mirror (Shift + Z) reflects it about a plane, and Mate places one body against another (see Assemblies).

Combining

Boolean (Shift + B) unions, subtracts or intersects two bodies. Cut (Shift + X) splits a body with a plane. Pattern (Shift + N) repeats a body linearly, in a circle, or along a curve.

Reference Geometry

Datum features carry no material. They exist to give later features something to attach to.

Feature Key Built from
Plane Shift + P An offset, a tilt, a midplane, a tangency, two edges, or coincidence with a face
Axis Shift + A Two points, a face normal, a cylinder centerline, the intersection of two planes, or an edge
Coord Sys Shift + C A full frame, from a world point or from a face plus a direction edge
Helix A helical curve to sweep along
Project A body's edges projected onto a plane as sketch geometry

Tip

On the Coord Sys tool, picking a direction edge is worth the extra click. Without one the frame takes its X from the face's first edge, which is repeatable but not necessarily the direction you meant.

Assemblies

Mate aligns two coordinate systems and moves one body onto the other. Five kinds are available:

Kind Leaves free
Fastened Nothing — all six degrees of freedom are locked
Planar Sliding in the plane
Revolute Rotation about the axis
Slider Sliding along the axis
Cylindrical Rotation and sliding

Check interference reports every overlapping pair of solids together with the overlapping volume, so a clash is a number rather than an impression. Bodies that only touch enclose no volume and are not reported.

A mate connector is drawn as a small face, whose orientation can be read at a glance. Draw mate connectors as a face (Preferences → Control → Camera) turns that off in favour of the conventional disc with a roll quadrant.

Note

Mates are applied in the order they were created rather than solved together, and mate limits are not implemented. Build an assembly from the fixed body outwards.

Variables and Expressions

Define named variables and drive dimensions from them. Any numeric field accepts an expression, such as width/2 or wall*3, and everything is re-evaluated on recompute. Change one variable and the whole model follows.

The Feature Tree

The tree is editable history rather than a log. Selecting a feature reopens it with the same on-geometry interaction that created it, F2 renames it, and Del removes it. Every change replays the recipe from the start, so a dimension set early in the model rebuilds everything downstream. Ctrl + Z and Ctrl + Shift + Z undo and redo across the whole tab.