tinkerCAD案例:30. 冰球挑战赛

tinkerCAD案例:30. 冰球挑战赛

这些简单易学、循序渐进的 Tinkercad 课程将指导你设计出属于自己的超棒曲棍球冰球;这些设计将性能和风格推向了极限!

本课有两个目标利用科学方法提高曲棍球球的性能。通过在冰球上添加图案,发挥设计的艺术性。

我们将把你的 Tinkercad 知识推向新的极限,因此我们建议你先从 "让我们学习 Tinkercad 项目 "开始!

入门 - 简单实验

step 1:项目概述:

step 2

现在,您已经学习了 "Let's Learn Tinkercad",是时候使用这个强大的工具来设计您的实验冰球了!

首先,我们将制作一个规范的冰球,然后尝试改进它!

step 3

标准的美国曲棍球联盟(NHL)冰球是一个扁平的黑色圆柱体,由硫化橡胶制成,直径 3 英寸,厚 1 英寸。

Tinkercad 可以以英寸为单位进行操作,但为了避免使用混乱的分数,我们还是换算成毫米(mm)。一英寸大约是 25 毫米,所以直径大约是 75 毫米。

srep 4

让我们快速制作一个规整的冰球,这将是我们的控制区。

如果我们要尝试改进常规尺寸的冰球,我们就需要制作一个常规冰球来比较你的新颖、出色的冰球设计。

在进行实验时,确定正常状态是非常重要的,这样你就有了可以与你的改变结果进行比较的东西。这种 "正常 "状态被称为 "对照"。

Instructions 指示

[外链图片转存失败,源站可能有防盗链机制,建议将图片保存下来直接上传(img-b2gE3Ug7-1690861285844)(https://ibles-content.tinkercad.com/FEP/D65E/IRPPNVI5/FEPD65EIRPPNVI5.png?width=320)]

说明

  1. Drag out a cylinder and scale it to 75mm in diameter and 25mm along the Z axis.

    拖出一个圆柱体,并将其直径缩放到 75 毫米,沿 Z 轴缩放到 25 毫米。


  2. Continue to the next step.

    继续执行下一步。

step 5

Now that you have designed a regulation sized puck, we can use this as the 'Control' for our experiment.

现在您已经设计了一个调节尺寸的冰球,我们可以将其用作实验的"对照"。

Copy and paste your control.

复制并粘贴控件。

Voila! You now will have a copy of your control puck that you can change. Let's get on with the experiment!

瞧!现在,您将拥有可以更改的控制冰球的副本。让我们继续实验吧!

Instructions 指示

[外链图片转存失败,源站可能有防盗链机制,建议将图片保存下来直接上传(img-Wo2TkJpQ-1690861285845)(https://ibles-content.tinkercad.com/F1D/ISU9/IRPPNVHG/F1DISU9IRPPNVHG.png?width=320)]

说明

  1. Copy and Paste your Puck

    复制并粘贴您的冰球


  2. Continue to the next step.

    继续执行下一步。

step 6

Take your copy and consider how you want to change it. Do you want to scale the object proportionally, or do you want to scale it along one axis?

拿起你的副本,考虑你想如何改变它。是要按比例缩放对象,还是要沿一个轴缩放对象?

Scaling the object proportionally will only affect the mass and volume of the object, but not the shape. In this way, you can see if changing the size, alone, is enough to dramatically affect performance.

按比例缩放对象只会影响对象的质量和体积,而不会影响形状。通过这种方式,您可以查看仅更改大小是否足以显着影响性能。

Changing the proportions will have a more dramatic effect. When the shape of the puck changes, aspects like balances and stability will come into play.

改变比例将产生更戏剧性的效果。当冰球的形状发生变化时,平衡和稳定性等方面就会发挥作用。

What are other aspects we can change? What about changing the original shape?

我们还可以改变哪些方面?改变原来的形状怎么样?

Instructions 指示

说明

  1. Change the volume of your puck by scaling it proportionally or keep the volume the same and change the proportions

    通过按比例缩放来更改冰球的体积,或保持体积不变并更改比例


  2. Continue to the next step.

    继续执行下一步。

step 7

We've been working with a Cylinder for this entire lesson. However, we shouldn't let the shape limit us. What about other shapes?

在整个课程中,我们一直在使用圆柱体。但是,我们不应该让形状限制我们。其他形状呢?

Let's model this! 让我们对此进行建模!

Go to the Shapes menu, look for the sub-menu Shape Generators. Underneath that, you'll find the Tinkercad Shape Generators.

转到"形状"菜单,查找子菜单"形状生成器"。在此之下,你会发现Tinkercad形状生成器。

We want the Polygon shape generator!

我们想要多边形形状生成器!

Drag one of those out and let's take a look at our this Shape Generator!

拖出其中一个,让我们来看看我们的这个形状生成器!

Instructions 指示

说明

  1. Drag out the Polygon Shape Generator.

    拖出多边形形状生成器。


  2. Continue to the next step

    继续执行下一步

step 8

You'll notice that this Shape Generator has a number of variables, or changeable options. We have number of sides, we have radius, and we have height!

您会注意到此形状生成器具有许多变量或可更改的选项。我们有边数,我们有半径,我们有高度!

There are a number of variables in the generator that affect size. If you wanted to be ultra-precise, you could use those values, but we can actually ignore them and adjust the puck's size by scaling in Tinkercad.

生成器中有许多变量会影响大小。如果你想超精确,你可以使用这些值,但我们实际上可以忽略它们,并通过缩放 Tinkercad 来调整冰球的大小。

So let's get to it!

所以让我们开始吧!

Instructions 指示

说明

  1. Continue to the next step.
    继续执行下一步。

step 9

For the polygonal puck, there are only two things we need to set.

对于多边形冰球,我们只需要设置两件事。

When you resize your polygonal puck, the values X and Y may be different. Just make sure you hold Shift and your proportions will be correct.

调整多边形冰球的大小时,值 X 和 Y 可能会有所不同。只要确保按住 Shift 并且您的比例是正确的。

Instructions 指示

说明

  1. Set the number of sides you desire for your polygonal puck and uncheck the 'Pointed' check box.

    为多边形圆盘设置所需的边数,然后取消选中"指向"复选框。


  2. Proportional Scale your puck to roughly 75mm in diameter.

    按比例缩放冰球直径约 75 毫米。


  3. Scale the puck to be 25mm thick along the Z Axis

    沿 Z 轴将圆盘缩放至 25 毫米厚


  4. Continue to the next step.

    继续执行下一步。

step 10

Now we have three pucks to test!

现在我们有三个冰球要测试!

In the upper left hand corner, we have our Control Puck.

在左上角,我们有我们的控制冰球。

On the far right, we have our Scaled Puck.

在最右边,我们有我们的缩放冰球。

On the bottom, we have our Polygon Puck.

在底部,我们有多边形冰球。

Let the tests begin! 让测试开始吧!

Instructions 指示

说明

  1. Set the number of sides you desire for your polygonal puck and uncheck the 'Pointed' check box.

    为多边形圆盘设置所需的边数,然后取消选中"指向"复选框。


  2. Proportional Scale your puck to roughly 75mm in diameter.

    按比例缩放冰球直径约 75 毫米。


  3. Scale the puck to be 25mm thick along the Z Axis

    沿 Z 轴将圆盘缩放至 25 毫米厚


  4. Continue to the next step.

    继续执行下一步。

切片--去除边缘

step 1

Lesson Overview: 课程概述:

Now we're going to learn about fillets!

现在我们要了解切片!

step 2

A sharp edge on a regulation hockey puck is bad for a number of reasons: it cuts into the ice, slowing down the puck; it takes excessive wear, making the puck unbalanced and unpredictable; and most importantly, a sharp edge isn't skin friendly (ouch!).

由于多种原因,规则曲棍球上的锋利边缘是不好的:它切入冰面,减慢冰球的速度;它需要过度磨损,使冰球不平衡和不可预测;最重要的是,锋利的边缘对皮肤不友好(哎哟!

Don't worry; there is a way to smooth the edges so no one gets hurt, it's called a 'Filleted Edge'.

不用担心;有一种方法可以平滑边缘,这样就不会有人受伤,它被称为"圆角边缘"。

A fillet is a round feature used to smooth out corners and edges on objects.

圆角是用于平滑对象上的角和边的圆形特征。

In this lesson, we will make a regulation sized hockey puck, but with a filleted edge.

在本课中,我们将制作一个规则尺寸的冰球,但边缘是圆角。

Below is an image to illustrate this feature:

下图说明了此功能:

In the next lesson you will learn to [description of next lesson, derived from title]

在下一课中,您将学习[下一课的描述,源自标题]

Instructions 指示

说明

  1. While this new shape is selected, use the 'Copy' command from the 'Edit' menu

    选择此新形状时,使用"编辑"菜单中的"复制"命令


  2. Alternatively, use the 'Download for 3D Printing' in the 'Design' menu

    或者,使用"设计"菜单中的"下载以进行3D打印"


  3. Continue to the next step.

    继续执行下一步。

step 3

A puck is a cylinder. Tinkercad has a cylinder shape, but it has edges and Tinkercad has no way to remove them.

冰球是一个圆柱体。Tinkercad有一个圆柱形,但它有边缘,Tinkercad没有办法去除它们。

We can combine primitive shapes to make complex ones, so ideally, we want a shape that we can combine with a cylinder to give it a round edge.

我们可以组合原始形状来制作复杂的形状,因此理想情况下,我们想要一个可以与圆柱体组合的形状,以赋予它圆形边缘。

Tinkercad has just such a shape, the 'Torus thin'.

Tinkercad 中就有这样一种形状,即 "Torus thin"。

Instructions 指示

说明

  1. Drag a 'Torus thin' to the work plain, and proportionally scale the shape to 75mm in Diameter and 7.5mm tall along the Z axis.
    拖动一个 "Torus thin "到工作平原,并按比例将形状沿 Z 轴缩放为直径 75 毫米、高 7.5 毫米。

step 4

Now, obviously the torus can't make a puck, alone. We need to fill in the space in the middle of the torus.

This is when we embrace the fact that a puck is just a cylinder and we drag one out and size it to fit!

This combination of these shapes will cause the cylinder and the torus to have a nice tangent relationship (as discussed in "Let's Learn Tinkercad : Perfect Placement".)

现在,光靠环体显然无法制造冰球。我们需要填充环形中间的空间。

这时候,我们就可以接受冰球只是一个圆柱体的事实,然后拖出一个圆柱体并调整大小!

这些形状的组合将使圆柱体和环形体产生良好的相切关系(如 "我们来学 Tinkercad:Perfect Placement "中所述)。

Instructions

说明

  1. Drag out a cylinder and scale it to a 67.5mm diameter and 25mm thick along the Z axis.


  2. Select both the cylinder and the torus.


  3. Align the cylinder to the Torus so that they are centered along the X and Y axis and share the same lower Z limit.


  4. Continue to the next step.

  1. 拖出一个圆柱体,沿 Z 轴缩放至直径 67.5 毫米、厚 25 毫米。
  2. 同时选择圆柱体和环形体。
  3. 将圆柱体与环形体对齐,使它们沿 X 轴和 Y 轴居中,并共享相同的 Z 轴下限。

step 5

For the second fillet, all we need to do is duplicate the first torus and align the duplicate to the top of the cylinder.

对于第二个圆角,我们需要做的就是复制第一个圆环并将副本对齐到圆柱体的顶部。

Instructions 指示

说明

  1. Duplicate the torus. 复制圆环。


  2. Select one of the tori and the cylinder, then align them to the cylinder's upper Z limit.

    选择其中一个 tori 和圆柱体,然后将它们与圆柱体的 Z 上限对齐。


  3. Continue to the next step.

    继续执行下一步。

step 6

Much like we defined the height of the puck with a cylinder, we'll do the same for the diameter. The diameter will be 75mm, but because there will be a fillet, we will not go the full height.

就像我们用圆柱体定义冰球的高度一样,我们将对直径做同样的事情。直径将是75mm,但是因为会有圆角,所以我们不会达到全高。

We must subtract the 7.5mm diameter of the fillets from the 25mm height of the puck. This will equal a height of 16.5mm.

我们必须从 25 毫米的冰球高度中减去 7.5 毫米的圆角直径。这将等于 16.5 毫米的高度。

Instructions 指示

说明

  1. Drag out a cylinder and scale it to a 75mm diameter and 16.5mm thick along the Z axis.

    拖出一个圆柱体,沿 Z 轴缩放为直径 75 毫米、厚 16.5 毫米。


  2. Align and center this new cylinder to the existing cylinder.

    将此新圆柱与现有圆柱对齐并居中。


  3. Continue to the next step.

    继续执行下一步。

step 7

Let's finish this up and get it ready to use it in other lessons.

让我们完成此操作并准备好在其他课程中使用它。

Select all the shapes (there should be 4 of them) and group them.

选择所有形状(应该有 4 个)并将它们分组。

Instructions 指示

说明

  1. Select all shapes and group them

    选择所有形状并对其进行分组


  2. Continue to the next step.

    继续执行下一步。

step 8

The first method for moving an object between lessons or in to Tinkercad, directly, is to select all the shapes you want to copy and then, under the 'Edit' menu, select 'Copy'.

在课程之间或直接将对象移动到Tinkercad的第一种方法是选择要复制的所有形状,然后在"编辑"菜单下选择"复制"。

When you open a new lesson or model in Tinkercad, you can then click 'Paste' in the 'Edit' menu. The model will appear on your new workplane.

当您在Tinkercad中打开新的课程或模型时,您可以在"编辑"菜单中单击"粘贴"。该模型将显示在新工作平面上。

Another way is to export your model for 3D printing. The file that will be saved is an STL file (Standard Tessellation Language), which Tinkercad can also import.

另一种方法是导出模型以进行 3D 打印。将保存的文件是一个STL文件(标准镶嵌语言),Tinkercad也可以导入该文件。

Simply go to the 'Design' menu and select 'Download for 3D Printing'. When prompted by buttons, click the 'STL' button, and your file will download within your browser.

只需转到"设计"菜单,然后选择"下载3D打印"。当按钮提示时,单击"STL"按钮,您的文件将在浏览器中下载。

Instructions 指示

说明

  1. While this new shape is selected, use the 'Copy' command from the 'Edit' menu

    选择此新形状时,使用"编辑"菜单中的"复制"命令


  2. Alternatively, use the 'Download for 3D Printing' in the 'Design' menu

    或者,使用"设计"菜单中的"下载以进行3D打印"


  3. Continue to the next step.

    继续执行下一步。

step 9

You have designed a more streamlined puck, and it's ready to be used in your next project.

您已经设计了一个更精简的冰球,并且可以在下一个项目中使用。

Nice job! Let's keep the momentum going and start your next lesson.

干得好!让我们保持势头,开始你的下一课。

Instructions 指示

说明

  1. While this new shape is selected, use the 'Copy' command from the 'Edit' menu

    选择此新形状时,使用"编辑"菜单中的"复制"命令


  2. Alternatively, use the 'Download for 3D Printing' in the 'Design' menu

    或者,使用"设计"菜单中的"下载以进行3D打印"


  3. Continue to the next step.

    继续执行下一步。

Reducing Friction 减少摩擦

step 1 Lesson Overview: 课程概述:

Now we're going to learn how to reduce friction on your puck!

现在我们将学习如何减少冰球上的摩擦!

step 2

Now that we have a puck with a nice, rounded edge, how else can we increase the performance of the puck?

现在我们有一个边缘漂亮、圆润的冰球,我们还能如何提高冰球的性能?

We may be able to increase the performance of the puck by reducing the surface area that connects with the ice.

我们或许可以通过减少冰球与冰面的接触面积来提高冰球的性能

How can we do that without making the puck smaller or changing the shape?

我们如何在不使冰球变小或改变形状的情况下做到这一点?

We can break up the surface!

我们可以打破表面!

In this lesson, we will use Tinkercad's Smart Duplication feature to carve patterns in the surface of the puck so less of the puck will contact the ice.

在本课中,我们将使用 Tinkercad 的智能复制功能在冰球表面雕刻图案,这样冰球就会接触到冰。

step 3

If you are continuing this puck lesson directly after the previous filleting lesson, then you were instructed to 'Copy' your object, so Tinkercad will remember it.

如果你在上一节切片课之后直接继续这个冰球课,那么你会被指示"复制"你的对象,所以 Tinkercad 会记住它。

Try pasting, now. If your filleted puck emerges, you are ready to continue to the next step.

立即尝试粘贴。如果您的圆片冰球出现,您就可以继续下一步了。

If Tinkercad did NOT paste your filleted puck, that's OK, because we also downloaded your puck for 3D printing in the Filleting lesson.

如果Tinkercad没有粘贴你的圆片冰球,那没关系,因为我们也在切片课程中下载了你的冰球进行3D打印。

Instructions 指示

说明

  1. Go to the Edit menu and click on Paste.

    转到编辑菜单,然后单击粘贴。


  2. If your puck from the last lesson does not appear, import the STL file you saved.

    如果未显示上一课的冰球,请导入保存的 STL 文件。


  3. Find the 'Import' section in the Shapes menu on the right of your screen.

    在屏幕右侧的"形状"菜单中找到"导入"部分。


  4. Click on the 'File' button, and then the 'Choose File' button. Navigate to where your browser saves its downloads. Your object file should be there.

    单击"文件"按钮,然后单击"选择文件"按钮。导航到浏览器保存下载内容的位置。您的目标文件应该在那里。


  5. Once you have selected your file, click the import button. Your object should appear and it will behave like any other Tinkercad shape.

    选择文件后,单击导入按钮。您的对象应该会出现,它的行为将类似于任何其他 Tinkercad 形状。


  6. Continue to the next step.

    继续执行下一步。

step 4

I think a good first experiment would be to cut concentric rings in to the surface of the puck.

我认为一个好的第一次实验是在冰球表面切割同心环。

Concentric means "circles or shapes which share the same center". This is a relationship between items like "Tangent" we explored in the last lesson. Again, these are only words to help talk about your design.

同心指的是 "圆或形状共享同一个中心"。这是我们在上一课中探讨过的 "切线 "等项目之间的关系。再次强调,这些词只是用来帮助谈论你的设计的。

We are going to construct a complex shape in this step to carve these rings.

在这一步中,我们将构建一个复杂的形状来雕刻这些圆环。

Instructions 指示

说明

  1. Drag out two cones and one cylinder and turn the cylinder and one of the cones in to holes.

    拖出两个圆锥体和一个圆柱体,然后将圆柱体和其中一个圆锥体转入孔中。


  2. Rotate the cone shaped hole 180° about the Y axis and lower it until its point is 17mm below the Workplane, along the Z axis.

    将圆锥形孔绕 Y 轴旋转 180°,然后降低,直到其点沿 Z 轴位于工作平面下方 17 毫米。


  3. Raise the cylinder 3mm off of the workplane and then use the Align tool to center all three of these objects together along the X and Y axes, only.

    将圆柱体抬离工作平面 3 毫米,然后使用对齐工具仅沿 X 轴和 Y 轴将所有这三个对象居中。


  4. Continue to the next step.

    继续执行下一步。

step 5

We're going to use this new V-shaped ring to apply V-shaped grooves to the top of our puck.

我们将使用这个新的V形环将V形凹槽应用于冰球的顶部。

Instructions 指示

说明

  1. Rotate the V-Shaped ring 180° about the Y Axis and lift it 24.5mm off of the workplane.

    将 V 形环绕 Y 轴旋转 180°,然后将其抬离工作平面 24.5mm。


  2. Use the Align tool to center the ring to the puck along the X and Y axes, only.

    使用 "对齐 "工具仅沿 X 轴和 Y 轴将圆环与冰球对齐。


  3. Continue to the next step.

    继续执行下一步。

step 6

Now that the first V-Groove Ring is in place, let's make the second.

现在第一个 V 形槽环已经到位,让我们制作第二个。

Instructions 指示

说明

  1. Duplicate the ring. 复制环。


  2. While holding Shift and Alt, scale the duplicate to 22mm, thus growing it 10%.

    按住 Shift 和 Alt 的同时,将副本缩放到 22 毫米,从而将其增大 10%。


  3. Continue to the next step.

    继续执行下一步。

step 7

Ready for some magic? 准备好使用魔法了吗?

Go to the Edit menu and selected Duplicate again... and again... and again... until you have 14 rings, total.

转到"编辑"菜单,然后再次选择"复制...再说一遍...再说一遍...直到你有 14 个戒指,总共。

Each ring will grow in size by 10%.

每个戒指的尺寸将增加 10%。

What is happening? 发生了什么事情?

This is 'Smart Duplicate'. This feature will watch what changes you've made to an object after it was duplicated. Then, by making a duplicate of the duplicate, Tinkercad will apply the same changes to the next duplicate!

这就是"智能复制"。此功能将监视您在复制对象后对对象所做的更改。然后,通过复制副本,Tinkercad 会将相同的更改应用于下一个副本!

Instructions 指示

说明

  1. Duplicate your duplicate of the original ring.

    复制原始戒指的副本。


  2. Continue to duplicate the ring until you have 14, total.

    继续复制戒指,直到总共有 14 个。


  3. Select only the rings and then align them so that they share the same lower limit.

    仅选择环,然后对齐它们,以便它们共享相同的下限。


  4. Turn these rings into holes.

    把这些环变成空心。


  5. Continue to the next step.

    继续执行下一步。

step 8

Select all the objects and group them.

选择所有对象并对其进行分组。

You should now have your first experimental puck with considerably less contact area than the original!

您现在应该拥有第一个实验性冰球,其接触面积比原始冰球小得多!

Instructions 指示

说明

  1. Group your rings and your puck together.

    将您的环和冰球组合在一起。


  2. Continue to the next step.

    继续执行下一步。

step 9

Surface area may not be the only characteristic that could have an effect on performance. Maybe orientation of the circles will have an effect, too.

表面积可能不是可能影响性能的唯一特征。也许圆圈的方向也会产生影响。

For instance, would the concentric rings reduce or increase spin? What would happen if we cut the grooves across the face of the puck?

例如,同心环会减少还是增加自旋?如果我们在冰球表面切割凹槽会发生什么?

While we are at it, why don't we try altering the pattern a bit for another experiment?

当我们在做这件事的时候,我们为什么不尝试改变一下模式以进行另一个实验呢?

Instructions 指示

说明

  1. Duplicate your puck so you have a copy of your current design.

    复制你的冰球,这样你就有了当前设计的副本。


  2. Ungroup one of the copies and delete all but the largest of its Rings.

    取消其中一个副本的分组,并删除除最大环之外的所有副本。


  3. Continue to the next step.

    继续执行下一步。

step 10

Now, let's take this ring and offset it so it is no longer concentric with the puck.

现在,让我们拿这个环并偏移它,这样它就不再与冰球同心。

Instructions 指示

说明

  1. Move your ring 37.5mm in the positive direction along the X axis.

    沿 X 轴沿正方向移动环 37.5 毫米。


  2. Duplicate your ring and move the duplicate 75mm in the negative direction along the X axis.

    复制您的戒指,然后沿 X 轴沿负方向移动重复的 75mm。


  3. Group these ring. 将这些环分组。


  4. Continue to the next step.

    继续执行下一步。

step 11

Duplicate this new group and rotate it by 22.5°

复制此新组并将其旋转 22.5°

Once you've rotated the shape 22.5°, duplicate the shape again... and again... and again. Duplicate it until you've gone full circle around the center of your puck. You should have 16 rings in total.

将形状旋转 22.5° 后,再次复制形状...再说一遍...再说一遍。复制它,直到你绕着冰球中心转了一圈。您总共应该有 16 个戒指。

Instructions 指示

说明

  1. Duplicate the group of rings and rotate the duplicate 22.5°.

    复制一组环并将复制品旋转 22.5°。


  2. Duplicate the duplicate of the rings.

    复制环的副本。


  3. Continue to do this until you have 16 copies of the original ring.

    继续执行此操作,直到您拥有原始环的 16 个副本。


  4. Continue to the next step.

    继续执行下一步。

step 12

Select your puck and your rings and group them.

选择您的冰球和戒指并将它们分组。

Now we have two very different surfaces that may have different influences on the behavior of the puck.

现在我们有两个非常不同的表面,可能对冰球的行为有不同的影响。

Instructions 指示

说明

  1. Select your Puck and your Rings and group them

    选择您的冰球和戒指并将它们分组


  2. Continue to the next step.

    继续执行下一步。

step 13

Now, here's where the fun begins!

现在,乐趣开始了!

What original surface ideas can you come up with?

你能想出什么新颖的表面创意?

Using the steps we've tried in this lesson, can you create a pattern on the edge of the puck?

使用我们在本课程中尝试的步骤,您可以在冰球边缘创建一个图案吗?

How else can you alter the shape and texture of the puck using Smart Duplication?

您还可以使用智能复制更改冰球的形状和纹理?

How will these surface patterns affect the pucks performance on the ice?

这些表面图案将如何影响冰球在冰上的表现?

Instructions 指示

说明

  1. Select your Puck and your Rings and group them

    选择您的冰球和环并将它们分组


Personalizing Your Puck 个性化您的冰球

step 1 Lesson Overview: 课程概述:

Now we're going to customize your puck!

现在我们将定制您的冰球!

step 2

Computer Aided Design (CAD) isn't just about making functional items! Design is also the art of making something look AWESOME!

计算机辅助设计 (CAD) 不仅仅是制作实用的物品!设计也是一门艺术,它能让物品看起来非常漂亮!

Every bad guy in a video game, every action packed toy, or every wild graphic on a snowboard; is an example of art from design.

电子游戏中的每一个坏人、每一个动作玩具或滑雪板上的每一个狂野图案,都是设计艺术的典范。

Designs can be a bomb blast to your senses!

设计可以让你的感官爆炸!

These designs often start deep in the heart of the computer at the finger tips of the designer.

这些设计通常始于计算机心脏深处,设计师的指尖。

That designer is you. 那个设计师就是你。

Let's take a break from our experiments and make something that looks amazing!

让我们从实验中休息一下,做一些看起来很棒的东西!

Instructions 指示

说明

  1. Continue to the next step.
    继续执行下一步。

step 3

If you are continuing this puck lesson directly after the previous filleting lesson, then you were instructed to 'Copy' your object, so Tinkercad will remember it.

如果你在上一节切片课之后直接继续这个冰球课,那么你会被指示"复制"你的对象,所以 Tinkercad 会记住它。

Try pasting, now. If your filleted puck emerges, you are ready to continue to the next step.

立即尝试粘贴。如果您的圆片冰球出现,您就可以继续下一步了。

If Tinkercad did NOT paste your filleted puck, that's OK, because we also downloaded your puck for 3D printing in the filleting lesson.

如果 Tinkercad 没有粘贴您的圆片冰球,那没关系,因为我们还在切片课程中下载了您的冰球以进行 3D 打印。

Instructions 指示

说明

  1. Go to the Edit menu and click on Paste.

    转到编辑菜单,然后单击粘贴。


  2. If your puck from the last lesson does not appear, import the STL file you saved.

    如果未显示上一课的冰球,请导入保存的 STL 文件。


  3. Find the 'Import' section in the Shapes menu on the right of your screen.

    在屏幕右侧的"形状"菜单中找到"导入"部分。


  4. Click on the 'File' button, and then the 'Choose File' button. Navigate to where your browser saves its downloads. Your object file should be there.

    单击"文件"按钮,然后单击"选择文件"按钮。导航到浏览器保存下载内容的位置。您的目标文件应该在那里。


  5. Once you have selected your file, click the import button. Your object should appear and it will behave like any other Tinkercad shape.

    选择文件后,单击导入按钮。您的对象应该会出现,它的行为将类似于任何其他 Tinkercad 形状。


  6. Continue to the next step.

    继续执行下一步。

step 4 为您的设计掏空空间

We need to carve out a pocket for our designs to sit. This feature will allow us to make logos that will be flush with the original face of the puck.

我们需要为我们的设计开辟一个口袋。此功能将使我们能够制作与冰球原始表面齐平的徽标。

Instructions 指示

说明

  1. Drag out a cylinder and resize it to 60mm in diameter and 4mm thick along the Z axis.

    拖出圆柱体,沿 Z 轴将其调整为 60 毫米直径和 4 毫米厚。


  2. Align the cylinder to the center of the puck along the X and Y axes, but to the upper limit of the puck along the Z axis.

    沿 X 轴和 Y 轴将圆柱体与圆盘中心对齐,但沿 Z 轴与圆盘的上限对齐。


  3. Group the puck and the cylinder.

    将圆球和圆柱体分组。


  4. Continue to the next step.

    继续执行下一步。

step 5

Now that we have a nice pocket to act as a frame for our logo, it's time to design a logo.

现在我们有一个漂亮的口袋可以作为我们徽标的框架,是时候设计一个徽标了。

We could use a combination of geometric shapes to slowly flesh out our design, but wouldn't it be nice to just define our own shape?

我们可以使用几何形状的组合来慢慢充实我们的设计,但是仅仅定义我们自己的形状不是很好吗?

Using the Extrusion shape generator, you can make any shape you want!

使用挤压形状生成器,您可以制作任何您想要的形状!

Drag one of these to the Workplane.

将其中一个拖到工作平面。

Underneath the Inspector, you'll see a little grid called the Profile. On this grid is where you'll begin defining your new shape by dragging around Vector Points and Control Points.

在检查器下方,您会看到一个名为"配置文件"的小网格。在此网格上,您将开始通过拖动矢量点和控制点来定义新形状。

This is very intuitive, so go ahead and start pulling these points around. I will, however, explain what is going on in the hint, below.

这是非常直观的,所以继续开始拉这些点。但是,我将在下面的提示中解释发生了什么。

Instructions 指示

说明

  1. Drag out an Extrusion shape generator to the workplane.

    将拉伸形状生成器拖出到工作平面上。


  2. Manipulate the Vector Points and the Control Points until you are satisfied with the shape.

    操作矢量点和控制点,直到您对形状满意为止。


  3. Repeat this process with as many extrusions as you need to make your logo perfect!

    重复此过程,根据需要进行尽可能多的挤压,以使您的徽标完美!


  4. Continue to the next step.

    继续执行下一步。


  5. Stuck

step 6

Like any other Tinkercad shape, extruded shapes can be used to make negative spaces.

与任何其他 Tinkercad 形状一样,拉伸形状可用于创建负空间。

You can readily combine other geometric shapes, too! Extrusions act like any other Tinkercad object.

您也可以轻松组合其他几何形状!挤压就像任何其他 Tinkercad 对象一样。

Take your time and experiment!

慢慢来,尝试一下!

Instructions 指示

说明

  1. Consider using the Extrusion Shape Generator to create negative spaces.

    请考虑使用拉伸形状生成器创建负空间。


  2. Use simple geometric shapes, for negative or positive shapes!

    使用简单的几何形状,用于负形或正形!


  3. Continue to the next step.

    继续执行下一步。

step 7

Let's put your logo in place. Your completed logo will be easier to modify and move if it has been grouped.

让我们把你的标志放到位。如果已完成的徽标已分组,则其将更易于修改和移动。

When you've completed this step, you will have created your first branded puck, using your own personal brand!

完成此步骤后,您将使用自己的个人品牌创建您的第一个品牌冰球!

We're going to try something different in the next step, so copy and paste your result and move it out of the way so we can save it for later.

我们将在下一步中尝试一些不同的东西,因此复制并粘贴您的结果并将其移开,以便我们可以保存它以供以后使用。

Instructions 指示

说明

  1. Group the shapes that make up your logo so they are easy to align to your puck.

    对构成徽标的形状进行分组,以便它们易于与冰球对齐。


  2. Use the Align tool to center your logo to the puck along the X and Y axes and to the upper limit along the Z axis.

    使用对齐工具沿 X 轴和 Y 轴将徽标居中到圆球,并沿 Z 轴居中设置上限。


  3. Scale your logo while holding Shift and Alt if your logo doesn't quite fit.

    如果您的徽标不太合适,请在按住 Shift 和 Alt 的同时缩放徽标。


  4. Group your logo and the puck and duplicate the results.

    将您的徽标和冰球分组并复制结果。


  5. Copy and paste your new, branded puck, and move one of the copies to the side.

    复制并粘贴新的品牌冰球,然后将其中一个副本移到一边。


  6. Continue to the next step.

    继续执行下一步。

step 8

To generate a complex logo, you might find that the Extrusion shape generator is limiting. Or maybe you want start with a logo from a favorite team, band, video game, or super hero.

若要生成复杂的徽标,您可能会发现"拉伸形状生成器"受到限制。或者,也许您想从最喜欢的球队、乐队、视频游戏或超级英雄的徽标开始。

Tinkercad can import existing images in the form of SVG's. SVG stands for Scalable Vector Graphics.

Tinkercad可以以SVG的形式导入现有图像。SVG 代表 可缩放矢量图形。

When we were working with the Extrusion shape generator, we manipulated Bézier curves with Vector Points. An SVG file is a piece of artwork that is made out of Bézier curves defined by vector points.

当我们使用拉伸形状生成器时,我们使用矢量点操纵贝塞尔曲线。SVG文件是由矢量点定义的贝塞尔曲线制成的艺术品。

In Tinkercad, the lines of an SVG become the walls of the shapes. Tinkercad will fill in the area that is enclosed by your drawing as a solid.

在Tinkercad中,SVG的线条成为形状的墙壁。Tinkercad 会将图形所包围的区域填充为实体。

Let's try importing, now.

现在让我们尝试导入。

Instructions 指示

说明

  1. Continue to the next step.
    继续执行下一步。

step 9

The first step in this process is finding an SVG file to use.

此过程的第一步是查找要使用的 SVG 文件。

Wikimedia is a good place to start looking for SVG files: http://commons.wikimedia.org/wiki/Category:SVG

维基媒体是开始寻找SVG文件的好地方:http://commons.wikimedia.org/wiki/Category:SVG

If you would like to start with another type of image, there are a number of Raster to Vector image converters: http://en.wikipedia.org/wiki/Scalable_Vector_Grap...

如果您想从其他类型的图像开始,有许多光栅到矢量图像转换器:http://en.wikipedia.org/wiki/Scalable_Vector_Grap...

In this example, I chose to use the following image: http://upload.wikimedia.org/wikipedia/commons/7/7...

在此示例中,我选择使用以下图像:http://upload.wikimedia.org/wikipedia/commons/7/7...

Instructions 指示

说明

  1. Download or convert an SVG file for you to use

    下载或转换 SVG 文件供您使用


  2. Continue to the next step.

    继续执行下一步。

step 10

Once you have your SVG file, it's time to import it into Tinkercad.

有了SVG文件后,就可以将其导入Tinkercad了。

Instructions 指示

说明

  1. Import your SVG file using the Import tool in the Shapes menu.

    使用"形状"菜单中的"导入"工具导入 SVG 文件。


  2. If you are importing from your computer, simply click the "Choose File" button and select the SVG file you created or downloaded.

    如果要从计算机导入,只需单击"选择文件"按钮,然后选择您创建或下载的SVG文件。


  3. If you are importing your image from a website, click the URL button, then paste in your URL.

    如果要从网站导入图像,请单击"URL"按钮,然后粘贴您的URL。


  4. Specify the scale of your object and how tall you want to make it. We can always scale and resize the shape in Tinkercad, just like any other shape.

    指定对象的比例以及要使其高度。我们始终可以在 Tinkercad 中缩放和调整形状大小,就像任何其他形状一样。


  5. Continue to the next step.

    继续执行下一步。

step 11

Now we can scale the logo properly.

现在我们可以正确缩放徽标。

Instructions 指示

说明

  1. Scale your logo until it fits within the 60mm diameter pocket on your puck.

    缩放徽标,直到它适合冰球上直径 60 毫米的口袋。


  2. Scale your logo so that it is 5mm tall along the Z axis.

    缩放徽标,使其沿 Z 轴高度为 5 毫米。


  3. Use the align tool to center your logo to your puck along the X and Y axes and align them to the puck's upper limit.

    使用对齐工具沿 X 轴和 Y 轴将徽标居中到圆盘,并将它们与圆球的上限对齐。


  4. Group your shapes. 对形状进行分组。


  5. Continue to the next step.

    继续执行下一步。

You have now learned how to incorporate vector art in to your work.

您现在已经学会了如何将矢量艺术融入您的作品中。

This unlocks a level of sophistication to your design that breaks any of the limits of the geometric shapes that come with Tinkercad.

这为您的设计解锁了一定程度的复杂程度,打破了 Tinkercad 附带的几何形状的任何限制。

Explore any SVG drawing tools at your disposal and try combining solid 2D design tools with Tinkercad's intuitive 3D interface!

探索您可以使用的任何 SVG 绘图工具,并尝试将固体 2D 设计工具与 Tinkercad 直观的 3D 界面相结合!

Tinkertip: Shape Generators 修补小贴士:形状生成器

Unfold Tinkercad's Shapes dropdown menu, and you'll find an option called Shape Generators. Select it, and you'll find multiple pages of interesting, specialty shapes, many contributed by the Tinkercad community.

展开Tinkercad的"形状"下拉菜单,您将找到一个名为"形状生成器"的选项。选择它,你会发现多页有趣的、特殊的形状,其中许多是由Tinkercad社区贡献的。

These shapes in particular often have a number of customization features on their options panel, so be sure to make adjustments to test their potential.

特别是这些形状的选项面板上通常具有许多自定义功能,因此请务必进行调整以测试其潜力。

相关推荐
小彭努力中9 小时前
141. Sprite标签(Canvas作为贴图)
前端·深度学习·3d·webgl·three.js
Tianwen_Burning11 小时前
halcon3D 1:1切片轮廓投影技术,透过像素距离,知实际物体的尺寸
算法·3d
Struart_R11 小时前
Edify 3D: Scalable High-Quality 3D Asset Generation 论文解读
人工智能·深度学习·3d·扩散模型·三维生成·三维资产
mirrornan11 小时前
3D可视化产品定制,打造“所见即所得”的购物体验!
3d·3d模型·三维建模·3d可视化定制
卧式纯绿19 小时前
自动驾驶3D目标检测综述(三)
人工智能·python·深度学习·目标检测·3d·cnn·自动驾驶
Struart_R21 小时前
Epipolar-Free 3D Gaussian Splatting for Generalizable Novel View Synthesis 论文解读
人工智能·深度学习·计算机视觉·3d·transformer·三维重建·新视角生成
恬静的小魔龙1 天前
【SKFramework框架核心模块】3-2、音频管理模块
3d·unity·编辑器·游戏引擎·音视频
jndingxin1 天前
OpenCV相机标定与3D重建(3)校正鱼眼镜头畸变的函数calibrate()的使用
opencv·3d
前端Hardy1 天前
HTML&CSS:比赛记分卡
前端·javascript·css·3d·html
魔珐科技2 天前
当产业经济插上“数字羽翼”,魔珐有言AIGC“3D视频创作大赛”成功举办
3d·aigc·音视频