![]() To do this we will add a cylinder to the model with the size we want to bore out and then do a Boolean operation to subtract the material away from the block. Next we will carve out the first cylinder all the way through the engine block. Select it in the tree view and either right click to rename it or press the key F2 on your keyboard. Now that you have your engine block dimensioned properly we should give it a more descriptive name. We are building a small 2-cylinder engine block so set the size and position of the box to the following values (make sure you set the XYZ under Position, the ones under Axis set the axis of rotation and the default values are what we want): For a sphere you would be able to specify the central point, and the radius cones have a radius, height, and position and so on. For a box we need a 3 vectors, one for its position in 3D space, another for its orientation, and a third to specify the dimensions of the box. Depending on what kind of object you select there will be different parameters for you to set in the Data tab. In the Data tab you can modify the properties of the object you have selected in the tree view. Select the Cube by clicking on it in the tree view and then click on the Data tab of the Property View located below the tree view (go to View → Panels → Combo View if you have closed it). ![]() ![]() Once you have your cube and are comfortable with how the mouse works, we will begin setting up the dimensions of the CAD model. Spend a minute or two getting comfortable with manipulating the 3D view.įurther reading: Navigating in the 3D space Also, the numbers 1-6 and the number 0 on the number pad will show you various views of the scene (top, left, axonometric, etc). You can also do a single middle click on some part of your 3D object to make the view rotate around that point in 3D space. To rotate the view you click and hold the middle mouse button and while holding it you also push and hold the left mouse button as well, then dragging the mouse will rotate the view. You can zoom the 3d view with the scroll wheel on your mouse. In either method, holding Ctrl will let you select multiple items. There are two ways to select objects, you can either left-click on them in the 3D view, or you can left click on them in the tree view. Primitives can be removed from the scene by selecting them and pressing the delete key. If you want you can add one of each of the primitives to see what they all look like. Each of the primitives listed has a default set of parameters that get set when the primitive is added. Click the box button ( ) to add a cube to the scene. On the Part Workbench you will see a bunch of buttons for primitive objects like box, sphere, cone, etc. Flip through a couple of the other workbenches to familiarize yourself with the workbench system and then return to the Part Workbench. You will notice that after you select the workbench, you get a different set of toolbar buttons at the top. To do this we need to add a part to the model, go to View → Workbench → Part to select the Part Workbench. We will start by adding a Box for the overall outline of the engine block. Now to begin working on the actual model. You can have more than one project open at a time and each project will be shown as the root of a tree in the tree view. You will notice that after you save the project, the tree view on the left side of the screen will show the name of the project you are working on. To begin with, open FreeCAD, go to File → New to create a new document, and then File → Save to save it somewhere on your computer, I named my project "Engine". As a working example we will be modeling the simple engine block and crankcase, seen at the top. The purposes of the tutorial are to introduce you to the primitive data types for parametric objects, boolean operations, 2D drafting, and the process of converting 2D drafts into 3D models. This is an introductory tutorial to modeling in FreeCAD. See WikiPages to learn about editing the wiki pages, and go to Help FreeCAD to learn about other ways in which you can contribute. See Category:Command Reference for all commands. Browse Category:UnfinishedDocu to see more incomplete pages like this one. GuiCommand model explains how commands should be documented. Please help and contribute documentation. ![]()
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