
Power Sketch Edit Vertices Quick
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Power NURBS Help
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Overview 


This dialog appears when in in Sketch Vertex subobject mode. The operations that apply specifically to Sketch Vertices are contained here.
Right Click Menu Options:
 Smooth Bezier, C1 Bezier Point, Bezier Corner Point, Corner Point  these options are available when a vertex on a Bezier curve are selected. It will allow you to change Bezier vertex types.
 Merge Vertices  merges selected vertices into a single vertex.
 Vertices Onto Curve  moves the selected vertices onto the closest curve and creates a vertex which is constrained to lie on the curve.
 Make Vertices Linear  if two vertices are selected you this option is available to allow the selection of a 3rd vertex which will be dropped to the line formed by the selected vertices.



Parameter 


Curve Parameter: Displays the current parameter of a curve for points which are on the curve  i.e. split points.



Fillets
/ Blends 


Corner Radius: Sets the radius of selected vertices. 


Vertex Snap Constraint 


This dialog allows the user to set and maintain either parallel or perpendicular constraints between curves. Typically the vertex is a vertex which is between two curves. The constraints may be placed on only Line and NURBS curves.
None: Removes any constraints from the vertex
Tangent: Makes the curves tangent at the given vertex
Perpendicular: Makes the curves perpendicular at the given vertex.



Cross Section Type 


The Cross Section Type defines
what kind of curve is created between the two rails of the fillet.
Normally fillets are created with either linear cross sections for
chamfering or circular cross sections for standard mechanical fillet.
We have also added additional blend types and a Blend Scale so there is a
greater control over the shape of the cross section of the fillet. Circular Arc:
Fillet definition will be a circular arc
NonRational Arc: Creates a fillet with a nonrational
approximated arc
Linear: Create a chamfer or line segment between at the corner.
G1 Blend Curve: The G1 Blend Curve uses the first derivative of the adjacent curves to make the
tangent direction continuous.
G2 Blend Curve: The G2 Blend Curve uses the second derivative of the adjacent
curves so that the radius of curvature is continuous across the boundary
between the curves.
G3 Blend Curve: The G3 Blend Curve uses the third derivative
of the adjacent curves to make the rate of curvature change continuous between the curves.



Editing
Operations 


Merge Verts: combines selected vertices into a single vertex.
Make Linear: Select 2 vertices first then hit this button. The next selected vertex will be moved but not constrained to be linear to the first two.
Parallel: Select 2 vertices first then hit this button. Then select two more vertices by either fence selection or "Ctrl" selection. Once two new vertices are selected, they will be made parallel to the first two.
Onto Curve: Moves the selected vertices onto the closest curve not already using the vertex and creates a vertex which is constrained to lie on the curve.
Equal Dist.: Select 2 vertices first then hit this button. Then select two more vertices by either fence selection or "Ctrl" selection. Once two new vertices are selected the distance between them will be made the same as the distance between the first two vertices.
Perpendicular: Select 2 vertices first then hit this button. The next selected vertex will be moved but not constrained to be perpendicular to the first two.
X Coord: Displays and allows user to set X coordinate of selected vertices
Y Coord: Displays and allows user to set Y coordinate of selected vertices
Z Coord: Displays and allows user to set the Z coordinate of selected vertices



Spline
Vertex Type 


Smooth: Bezier point with no additional tangent handles which the curve passes through smoothly.
Bezier: Bezier point with two control handles which each have the same direction but may have a different length.
Bezier Corner: Corner point with two independent control handles.
C1 Bezier: Bezier point with two control handles that have both the same direction and magnitude. Note that it is preferable to design with the "C1 Bezier" instead of the "Bezier" if you are going to use the curves to construct surfaces.
C2 Bezier: Bezier point with control handles for both tangency and curvature.
Corner: Point which is a corner but which has no tangent handles.
Split Bezier: Splits a Bezier Curve at all points which are not smooth.
Fix Curves: This button will merge vertices on the ends of curves and make nearly tangent NURBS curves exactly tangent. See below example:
Sketch Curves prior to fixup with near tangencies and non connected edges.
Sketch Curves after fix up with fixed tangencies and connected ends.

