How to use - Control Points - Shape Sculptor - CATIA V5

Control points define the shape and form of your mesh in Shape Sculptor. By manipulating these points, you can sculpt, deform, and refine your model. Each point influences the surrounding area of the mesh.

  1. Step 1: How to use control points

    Understanding Control Points and Shape Sculptor:

    • Control Points: These are editable handles that influence the shape of a NURBS surface by adjusting its curvature, tangents, and continuity.
    • Shape Sculptor: A powerful toolset within CATIA V5 for intuitively manipulating surfaces using freeform techniques like dragging, pushing, and pulling control points.

    1. Select the NURBS Surface:
    • Click the surface you want to modify.
    1. Choose Control Point Selection Mode:
    • Points: Selects individual control points for precise adjustments.
    • Mesh: Selects groups of control points based on the surface mesh for broader shape changes.
    • Points & Mesh: Selects both, combining precision and area-based edits.
    1. Modify Control Points:
    • Click and drag a control point to move it.
    • Hold Ctrl for multiple selections.
    • Use Shift for finer movements.
    • Right-click a point for context-sensitive options (e.g., Tangency, Weight).
    1. Monitor Changes:
    • The surface updates dynamically as you manipulate control points.
    • Preview the final shape before committing.
    1. Refine or Undo:
    • To fine-tune, use different selection modes or adjust individual points further.
    • To undo changes, use the "Undo" button (arrow icon) or keyboard shortcut (Ctrl+Z).
    1. Exit Shape Sculptor:
    • Click the "Exit Shape Sculptor" icon (cross symbol) or press Esc.

    Additional Tips:

    • Start with smaller, localized edits to avoid drastic shape changes.
    • Experiment with different modes and options to find your preferred workflow.
    • Use control point visibility toggle (keyboard shortcut V) to focus on specific areas.
    • Consider symmetry planes or snapping options for constrained edits.
    • Practice on simple surfaces before tackling complex ones.


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