Mechanical Parts : Mobius strip

  • Create panel > (Geometry) > Mechanical parts > Object Type rollout > MobiuStrip button

Examples of Mobius strips

Procedures

To create a mobius strip:

  1. In any viewport, drag to define a strip.
  2. As you drag, a strip emerges with its center at the pivot point.
  3. Release to set the radius of the strip ring.
  4. Move to define the width of the cross-sectional circle, then click.
  5. Move to define the height(thick) of the strip, then click to create object.

Interface

Creation Method rollout

Edge
Draws a strip from edge to edge. You can change the center location by moving the mouse.
Center
Draws a strip from the center out.

Keyboard input rollout

The Keyboard Entry rollout contains a common set of position fields, labeled X, Y, and Z. The numbers you enter are offsets along the axes of the active construction plane; either the home grid or a grid object. Plus and minus values correspond to positive and negative directions for these axes. Defaults=0,0,0; the center of the active grid.

The location set by X and Y is equivalent to the first mouse-down position using the standard method of creating objects.

Radius
Sets the distance from the center of the strip to the center of the cross-sectional circle. This is the radius of the strip ring.
Height, Width
Sets the height  and width of the strip object.

Parameters rollout

The defaults produce a non smooth strip with 1 half turn and 24 segments.

Radius
Sets the distance from the center of the strip to the center of the cross-sectional circle. This is the radius of the strip ring.
Height, Width
Sets the height  and width of the strip object.
Segments
Sets the number of radial divisions around the strip.
Turns
The number of half 180-degree turns in the strip.
Smooth
Blends the faces of the strip, creating a smooth appearance in rendered views.
Generate Mapping Coords
Generates coordinates for applying mapped materials to the strip. Default=on.
Real-World Map Size
Controls the scaling method used for texture mapped materials that are applied to the object. The scaling values are controlled by the Use Real-World Default=off.

Simple visual explanation of parameters:

 

3DS MAX

Mechanical Parts : Gear

Use Gear to create a gear model.

  • Create panel > (Geometry) > Mechanical Parts

  • ·         Then click Gear button

Interface

 

 

Keyboard Input

X,Y,Z – position of start creation.

Radius - Sets the radius of the gear.

Height - Sets the dimension along the central axis. Negative values create the gear below the construction plane.

Height Ths – Height of threads.

Number Ths – Number of threads.

Creation Method rollout

Edge - Draws the object from edge to edge. You can change the center location by moving the mouse.

Center - Draws the object from the center out.

Parameters rollout

Radius - Sets the radius of the gear.

Height - Sets the dimension along the central axis. Negative values create the gear below the construction plane.

Segments - Sets the number of segments around the gear. To create a smoothly object, use a higher number of segments and turn Smooth on.

Twist  - Twist the thread in degrees.

 

Cone  - Sets of cone form of sides in degrees.

Height Ths – Height of threads.

Number Ths – Number of threads.

 

Part A,B,C – parts of thread profile.

 

Smooth - Blends the faces of the gear, creating a smooth appearance in rendered views.

 

Generate Mapping Coords - Generates coordinates for applying mapped materials to the gear. Default=on.

 

Real-World Map Size - Controls the scaling method used for texture mapped materials that are applied to the object. The scaling values are controlled by the Use Real-World Default=off.

 

Parameters

 

 

Procedures

To create a gear:

  1. Drag the mouse to define the radius of the base of the gear.
  2. Release the mouse button, and then move the mouse vertically to define the height of the gear. Click to set the height.
  3. Click again to finish the gear.

Mapping texture coordinates

For an explanation of how it works, we take the square demo texture and apply it on the object with different options.

Demo tezture mapping coordinates 

 

"Generate Mapping Coordinates" is off. Cylindrical automatic mapping

 Cylindrical mapping of texture

"Generate Mapping Coordinates" is on. Texture is placed by calculated coordinates.

 Generated mapping of texture

 Visit the our page on the Autodesk.com.

 

 

3DS MAX

Mechanical Parts : Xpring

Use Xpring to create a extended spring model.

  • Create panel > (Geometry) > Mechanical Parts

  • ·         Then click Xpring button

 

Interface

 

 

 

Keyboard Input

X,Y,Z – position of start creation.

Radius - Sets the radius of the spring.

Diameter – Sets diameter of coil.

Turns – Number of turnss.

Creation Method rollout

Edge - Draws the object from edge to edge. You can change the center location by moving the mouse.

Center - Draws the object from the center out.

Parameters rollout

Radius1 - Sets the radius of the one of the end.

Radius2 - Sets the radius of the second of the end.

Segments - Sets the number of segments around the gear. To create a smoothly object, use a higher number of segments and turn Smooth on.

 

Smooth - Blends the faces of the gear, creating a smooth appearance in rendered views.

 

Generate Mapping Coords - Generates coordinates for applying mapped materials to the gear. Default=on.

 

Real-World Map Size - Controls the scaling method used for texture mapped materials that are applied to the object. The scaling values are controlled by the Use Real-World Default=off.

 

Parameters

 

 

 

Procedures

To create a spring:

  1. Drag the mouse to define the radius of the base of the spring. The diameter is defined as 1/5 of radius.
  2. Release the mouse button, and then move the mouse vertically to define the number of turns. 
  3. Click again to finish the spring.

Mapping texture coordinates

For an explanation of how it works, we take the square demo texture and apply it on the object with different options.

Demo tezture mapping coordinates 

 

"Generate Mapping Coordinates" is off. Cylindrical automatic mapping

 

"Generate Mapping Coordinates" is on. Texture is placed by calculated coordinates.

 

 Visit the our page on the Autodesk.com.

 

 

3DS MAX

Mechanical Parts : Nut

Use Nut to create a nut model.

  • Create panel > (Geometry) > Mechanical Parts

·         Then click Nut button

 



Interface

 

 

Keyboard Input

X,Y,Z – position of start creation.

Radius - Sets the radius of the nut.

Height - Sets the dimension along the central axis. Negative values create the gear below the construction plane.

Creation Method rollout

Edge - Draws the object from edge to edge. You can change the center location by moving the mouse.

Center - Draws the object from the center out.

Parameters rollout

Radius - Sets the radius of the nut.

Height - Sets the dimension along the central axis. Negative values transforms to positive values.

Number of Sides – Number of sides. From 3 to 12.

Segments - Sets the number of segments each flat sides of the nut. To create a smoothly object, use a higher number of segments and turn Smooth on.

Hole Radius - Sets the radius of the internal hole of the nut.

Edge size – Size of flat corner. From 1 to 20 % of main raduis.

 

Chamfer Percent – part for chamfer from hole radius to main radius.

 

Chamfer Top & Bottom side – flags enable show top and bottom chamfers.

 

Smooth - Blends the faces of the nut, creating a smooth appearance in rendered views.

Procedures

To create a nut:

  1. Drag the mouse to define the radius of the base of the nut.
  2. Release the mouse button, and then move the mouse vertically to define the height of the nut. Click to set the height.
  3. Click again to finish the nut.

Vizit our page on the Autodesk.com