Auto Ship Manual
Auto Ship Manual
Auto Ship Manual
ship
For WindowsTM
Users Guide
Release 8
Table of Contents
Introduction
Introduction to Autoship/Autoyacht
What's New
Contact Information
System Requirements
Installation Instructions
Getting Started
11
11
12
Updating Autoship
14
Tutorials - Introduction
15
17
ii
47
87
111
Midship Section
The Hull Forward
The Bow Bulb
The Hull Aft
The Stern Bulb
125
139
Pontoon
The Column
The Cross Beams and Diagonals
The Deck Assembly
Assembling One Quarter of the Rig
Assembling an Autohydro model
Appendix
153
iii
Introduction
Introduction
Introduction to Autoship/Autoyacht
This chapter contains the following topics:
Introduction
Introduction
What's New
What's New in 8.2
Functions, Features and Tools
For detailed information on functions, features, and tools that are new or modified
in Autoship release 8.2, please go to section labeled "What's New in 8.2" in the
Autoship Online Help System. See also the History.doc and the Readme.doc files
(found in \Program Files\ASC\Autoship\Docs) for a listing of fixed bugs.
Contact Information
Contact Information
There are two main ways to contact Autoship Systems Corporation:
Contact our technical support department for technical assistance.
For other inquiries, contact our head office.
Technical Support:
Our technical support department is available for direct telephone inquiries on
weekdays from 08:00 to 17:00 Pacific Standard Time. You can also fax or email
questions at any time:
Tel:
Fax:
Email:
Email:
Web Site:
[email protected]
www.autoship.com
System Requirements
System Requirements
The following table shows the minimum and recommended system requirements
for running Autoship:
Operating System
Windows 98
Windows NT4 SP6a or later
Windows 2000
Windows XP Professional SP1
Processor
Pentium
Memory
256
Video
Hard Disk
100 MB Free
Installation Instructions
Installation Instructions
Installation Instructions
9. A warning message will appear, notifying you that Setup will attempt to
install the lock driver. It is advisable that you check to ensure your hardware lock is installed correctly; if it is not, then the program will only run in
Demo mode.
10
Getting Started
Getting Started
Introduction
This chapter contains sections that detail:
Starting Autoship
Using Autoship and accessing the context-sensitive Help system
Exiting Autoship
Upgrading Autoship
11
Getting Started
12
Getting Started
13
Getting Started
Updating Autoship
When you update Autoship, the installation procedure is the same as for a new
installation. All necessary program files are updated. No data you have saved will
be adversely affected by updating the installation.
14
Tutorials
Tutorials
Introduction
This chapter takes you through six tutorials: Chined Hull Planing Boat; Round
Bilge Hull; Asymmetric Hull Catamaran; Pocket Cruiser; Ro-Ro Carrier; and Oil
Rig. Completed examples of these tutorial projects are found in \Program
Files\ASC\Autoship\Tutorials. It is suggested that you first create a new folder to
contain the tutorial projects you will construct (we suggest the filename MYTUTS).
We recommend that Autoship Pro and Standard users do these tutorials in the
order that they are presented, as the sophistication of the design methods
increases accordingly. Autoyacht users should begin with tutorial one; however,
because Autoyacht does not support developable surfaces, take care to create
the bottom using a ruled surface. Tutorials 2,5, and 6 cannot be constructed in
Autoyacht due to the size of the vessels.
With Autoship there are always, generally, several ways to accomplish a given
task. Often the best approach will be determined by the requirements of subsequent steps. In these tutorials, we have not attempted to show the only, or the best
way to deal with a certain aspect of the model, but instead have undertaken to
provide a broad base of approaches from which the knowledgeable user can
choose the one best suited for their particular circumstances.
Note: When more information is required than is available in these tutorials,
access Autoship Help through one of these three methods:
press F1 and help will appear for the window, dialogue, or feature currently active on the screen
use the Help menu in the Menu Bar
use the Help buttons provided in the dialogues
15
Tutorials
16
Tutorial 1
1.9 m
10 m
Tutorials
Tutorial 1
ii) Autoship provides the ability to assign colours to curves. In these tutorials,
we'll adopt the convention that 'design' curves will be yellow, 'construction'
curves will be blue and intersection curves will be purple. All other curves
will remain red - the default colour.
To create a Reference Point at the Forward End of the Deck:
1. Click the Create Mode button, which places Autoship in Create mode.
2. Click the Create Point button.
3. In the Create Point dialogue, select the Free tab, type the following information, and click OK.
Field
Entry
Point Name
Deckfor
Location
L = A0.3; T = 0; V = 0.9
4. Hold down the Shift key and click the Zoom Extents button to zoom out
in all views. (See Figure 1-2.)
point Deckfor
19
Tutorials
To create a curve to represent the deck edge from bow to stern:
1. Click the Create Mode button.
2. Click the Create Curve button.
3. Below 'Curve Name', click the red bar labelled 'Colour'. In the AutoCAD
Colour dialogue, under 'Standard Colours', select the yellow box and click
OK.
4. In the Create Curve dialogue, select the Free tab, type the following information and click OK.
Field
Entry
Curve Name
Deck Edge
Parameters
End 1
L = 1; T = 1.5; V = 0.8c
End 2
L = 9; T = 1.5; V = 0.8
5. Hold down the Shift key and click the Zoom Extents button.
(See Figure 1-3.)
20
Tutorial 1
To attach the forward end of curve Deck Edge to reference point Deck
for Curve:
1. With the curve Deck Edge selected, (check the Object display box at the
top right of the screen) click the Edit Mode button. Ensure that you are
working with control points rather than edit points: click the Control/Edit
Points button and see the button change; for edit points, the points show
on the curve in the button; for control points, they do not. On the main
screen, control points are indicated by a circle at each vertex, edit points
are indicated by a square.
2. Select the first vertex (vertex 0). Watch the 'Vert' readout at the left of the
screen to ensure vertex 0 is selected.
3. Click the Attach button.
4. In the Attach Curve dialogue, Under Action, pick Attach to Point, under
Attach to point, select Deckfor and click OK. (See Figure 1-4.)
Note: we could have attached End 1 of the curve Deck Edge to the
point Deckfor in the Create Curve dialogue. However, we wanted this
curve to have shape and if we had made the attachment in the dialogue then the curve would have been a straight line between Deckfor
and the aft coordinates: 9a, 1.5, 0.8.
21
Tutorials
Entry
Point Name
Chinefor
Location
L = 1; T =0; V = 0
Point Chinefor
22
Tutorial 1
point Chinefor
Chine curve
Tutorials
To attach the curve Chine to the point Chinefor:
1. Switch to Edit mode.
4. Select vertex 0 of the curve Chine, by clicking on that vertex. Watch the
'Vert' readout at the left of the screen to ensure vertex 0 is selected.
5. Click the Attach button.
6. In the Attach Curve dialogue, Under Action, pick Attach to Point, under
Attach to point, select Chinefor and click OK.
To move the curve Chine inboard 0.3m:
1. Click the Top view button.
2. Switch to Select mode.
3. With the Chine curve selected, right-click the Move button. In the Move
Selection dialogue, for T enter P0.3 and click OK. (See Figure 1-7.)
Note: since the forward end of the Chine is attached to Chinefor, the curve
will change shape when it is moved.
24
Tutorial 1
6. You may wish to switch to S Side view and edit the shape of the Chine
curve by moving the vertices up or down.
25
Tutorials
Entry
Curve Name
End 1L = 1; T = 0; V = -1
Centreline
End 2L = 9; T = 0; V = -1
Colour
Yellow
26
Tutorial 1
27
Tutorials
vertex 2
vertex 1
28
Tutorial 1
Note for Autoyacht Users: Autoyacht cannot create developable surfaces. If you are an Autoyacht user, click the Ruled tab
.
Field
Entry
Surface Name
Bottom
Curves
Chine Centreline
Tolerance
0.0005
Start Options
Straight
End Options
Extrapolate Curvature
Check
Note: Start Options governs the beginning edge of the surface (r = 0),
End Options governs the ending edge (r = 1). "Straight" causes the
edge of the surface to be a straight line between the ends of the two
curves. "Extrapolate Curvature" creates the surface as if it extended
beyond the end of the curves but truncates it at the ends of the curves,
thus creating a curved edge.
4. Click the Mesh button to see the ruling lines. (See Figure 1-11.)
29
Tutorials
Entry
Surface Name
Topsides
Curves
Deck Edge
Chine
3. Click the Mesh button to see the ruling lines. (See Figure 1-12.)
30
Tutorial 1
31
Tutorials
6. Experiment with modifying the lines by moving the two reference points
Deckfor and Chinefor and editing the shape of the curve Chine to see
how they affect the two surface panels. Remember to update each surface by selecting it and then clicking on Edit - Regenerate.
32
Tutorial 1
33
Tutorials
Entry
Name
Transom Shap
Plane
Top
Centre
L = 0, T = 0, V = 0
Angles
Start = 0
End = 25
Semi Axes
Circular checked
Radius = 4
Colour
Blue
34
Tutorial 1
Field
Entry
Surface Name
Transom
Curve
Transom Shape
Vector
L = 0, T = 0, V = 2
Column Mesh
Number = 2
Max Degree = 1
Note: we could have created the transom at the intended rake angle by
specifying an "L" component for Vector. However, this would not have
resulted in a true cylindrical surface.
35
Tutorials
3. Click the S Side view button.
36
Field
Entry
Axis
Transverse
Angle
Centre
L = 0, T = 0, V = 0
Tutorial 1
37
Tutorials
In order to trim the transom to the hull, we must obtain the curves describing the
intersection of the Transom with both the Topside and Bottom, and then revise
these curves to produce a single curve with which to trim the transom.
38
Tutorial 1
Tutorials
12. Rename the curve Transom Int1 to Bottom-Transom and set it's colour to
purple.
13. Rename the curve Bottom Int1 to Transom-Bottom and set it's colour
to purple.
To revise the intersection curves:
1. In the Attributes dialogue, with Curves selected, click the None Visible
button, and then click in the Vis. column for Transom-Bottom and Transom-Topsides to turn on their visibility. Click OK.
2. At the main screen, click the Show Surfaces button to turn off the visibility
of surfaces.
3. Click the Show Points button to turn off the visibility of points.
4. Switch to Front view.
5. Select the curve Transom-Bottom and switch to Edit mode.
6. Click the Join Curves button.
7. In the Join Curves dialogue, under New Name rename the curve to
Transom Trim, under Join Transom-Bottom + select the curve Transom-Topsides, un-check Keep Originals, set the colour to light blue
and click OK.
In order to use the new curve Transom Trim to trim the Transom surface, it
must be a "closed" curve. This means both ends of the curve must either
contact a surface edge or be positioned at the same location. In the
absence of a deck surface with which to obtain an intersection curve to
trim off the top of the Transom surface, we will extend the top of the curve
Transom Trim to the centerline edge of the surface.
8. Switch to Edit mode.
9. Click the upper-most vertex. Ensure you have selected the end vertex
by pressing the F4 key a few times and watching the Vert display at the
40
Tutorial 1
left of the screen - when the number does not change, the end vertex is
selected.
10. Insert another vertex at the same location as the end vertex: press the F3
key once and then click the Add Control Pt button. In the Insert dialogue,
set Proportion to 1 and click OK.
11. Press the F4 key to move to the new end vertex.
12. Move the new end vertex to the centreline: click in the T coordinate box at
the upper left of the screen, type 0 and Enter.
13. If necessary, use the arrow keys on the keyboard to move the vertex up or
down to cause the upper portion of the curve to be horizontal.
14. Switch to Select mode. (see figure 1-19)
41
Tutorials
To trim the Transom surface:
1. Turn on the visibility of surfaces by clicking on the Show Surfaces button.
2. Select the surface Transom.
3. Click the Trim button.
4. In the Trim Surface Transom dialogue, under Available Curves select
Transom Trim and click OK. Answer Yes to the appropriate Keep this
Domain? prompt and No to the other.
To trim the Topsides surface:
1. Click the 4 View button.
2. Select the surface Topsides.
3. Click the Trim Surface button.
4. In the Trim Surface Topsides dialogue, under Available Curves select
Topsides-Transom and click OK. Answer Yes to the appropriate Keep
this Domain? prompt and No to the other.
To trim the Bottom surface:
5. Select the surface Bottom.
6. Click the Trim Surface button.
7. In the Trim Surface Bottom dialogue, under Available Curves select Bottom-Transom and click OK. Answer Yes to the appropriate Keep this
Domain? prompt and No to the other.
42
Tutorial 1
43
Tutorials
To obtain an Offsets report:
1. Click the Report - Create - Offsets menu option. At the Offset Table dia
logue, set a meaningful tolerance and click OK.
2. The Report Editor will appear and show the offsets table. Note that the first
three tables indicate station, buttock and waterline locations. The fourth
table shows curves. The fifth table shows heights and the sixth table shows
half-breadths at the currently defined stations, buttocks and waterlines.
When you are done viewing the report, click anywhere on the main screen,
or click the "X" button at the top right of the report editor to return to the main
screen.
Tutorial 1
Update button calculates the hydrostatics for this depth. Alternately, you
can type in values for Mass and LCG and click the S button to the right of
Mass to have Autoship find the depth and trim corresponding to the given
mass and LCG and then show the hydrostatics for that waterline.
5. Click the small H button near the lower left of the screen to close the
Instant Hydrostatics window.
To obtain a Hydrostatics Report
1. Select the group you last created.
2. Click the Reports - Create - Hydrostatics menu option.
3. In the Hydro Parameters dialogue that appears, set the depth to -.4 and
click OK.
4. The Report Editor will open up and display the hydrostatics just calculated. Re-size the report window to full size by clicking in the middle box
in the upper right corner. The scroll bar at the right can be used to shift the
report up or down.
5. When finished, click the Clear Report button (the "x" button) near the
upper left corner and answer No at the save changes prompt. This will
erase this report.
Note: a new report is appeneded to the bottom of the existing report.
Clearing the report ensures you will see the next report immediately upon
opening the report editor.
6. Click either the "-" button or the "X" button at the upper right to return to
the Autoship main screen.
45
Tutorials
1.14 Summary
You have been shown how to create two types of surfaces-the developable
and ruled surfaces-and you have seen how these surfaces depend upon
curves. You have also worked with embedded curves and have explored the
uses of reference points for attachments. And you have also seen how to
obtain offsets and hydrostatics.
46
Tutorial 2
28m
18m
240m
47
Tutorials
The learning objectives in Tutorial 2 are to:
Create a midship section with a radius bilge.
Generate a forebody shape as an surface extruded from the midship
section.
Develop the bow rounding.
Work with shape and fairness.
Control flat of side.
Generate the aftbody shape as a surface lofted from curves.
Add a bow thruster by projecting a curve.
Add a bow thruster by surf-surf intersection.
Add a deck with camber and shear.
The model we have constructed, TUT2.PR3, has the following particulars:
overall length:
breadth:
depth:
bilge radius:
origin:
25m
6m
3m
1m
under keel amidships
48
Tutorial 2
49
Tutorials
Entry
Curve Name
Midship Curve
Parameters
Control Pts = 3
MaxDegree = 2
End 1
L = 0, T = 0, V = 0
End 2
L = 0, T = 14, V = 18
(the values of max beam and
depth)
Colour
Set to Yellow
Note: For this model, the longitudinal origin is at midships. We will create the
midship curve at L = 0, thus positioning it at midships. This first step will also
set up the basis for the model's coordinate system.
Your screen should look like Figure 2-2.
50
Tutorial 1
51
Tutorials
Tip: To position the vertex easily, switch to Grid Mode and set the Snap to
1: click the Grid button to turn Snap off and turn Grid on, increase snap by
10 times by pressing the "+" key or the up arrow at the right of the snap
value, decrease with the "-" key or the down arrow.
52
Tutorial 2
Note: This turns the selected corner vertex back into a regular vertex and
adds two new vertices as knuckle points. (See Figure 2-4.) A surface
extruded from this curve would have two knuckle lines (rows) along its
entire length and so would be difficult to work with. We will remove the
knuckle points while retaining the radius.
To make a Bilge Circle template:
1. First, with the middle vertex selected, note the weight ("W") value at the
left. Normal vertices are set to 1. This vertex has been set to .707 by the
radius routine.
2. Click the Create Mode button.
53
Tutorials
3. Click the Create Curve button.
4. In the Create Curve dialogue box that appears, select the Arc tab,
type the following information and click OK when you are finished.
(See Figure 2-5.)
Field
Entry
Curve Name
Bilge Circle
Plane
Front
Centre
T = S2
V=1
Semi-Axes
Circular - checked
Radius = 1.0
angles
Start = 0
End = 360
5. Zoom in on the Bilge Circle curve: click the zoom button, point above and
to the left of the top of the curve, hold the mouse button down and drag a
'zoom box' diagonally to below and to the right of the bottom of the curve
and then release the mouse button
6. Go to Edit - Attributes and set Midship Curve CRes to 150.
54
Tutorial 2
55
Tutorials
Vertex 4
Vertex 2
Vertex 0
Vertex 3
Vertex 1
56
Tutorial 2
In the Create Surface dialogue box, select the Extrude tab, type the following information, and click OK:
Field
Entry
Surface Name
Foreship
Curve
Midship Curve
Vector
Col Mesh
Note: This creates a surface with three columns, as specified, and six
rows copied from the six vertices on Midship Curve. (See Figure 2-7.)
4. Click the Para view button. Rotate the view with the scroll bars at the right
and bottom to get a good look at the surface.
5. Click the Edit Mode button.
57
Tutorials
To close the Forward End (i.e. start to form the bow):
1. Ensure you are working with columns by clicking the Rows/Columns
button, if necessary - rows appear as horizontal lines and columns as
vertical lines.
2. Select the column at the forward end (furthest from the circle template): click its top control point. The readout at the left of the screen
should display Row 5, Col 2.
3. Click the Isolate button to isolate only the forward-most column.
4. Click the Front view button.
5. Reposition the top control point (verterx 5) of the forward-most column at
the centreline by typing 0 in the T coordinate box in the coordinate boxes
at the top left of the screen, and then hitting Enter. (See Figure 2-8.)
Vertex 5
58
Tutorial 2
7. With the topmost vertex selected, click the Straighten button and then click
the vertex at the baseline/centreline. This will move all the vertices in
between the two vertices you selected to the centreline. (See Figure 2-9.)
Forward
column
8.Click the Top view button to see the effect. (See Figure 2-10.)
59
Tutorials
To form the Stem:
1. Click the S Side view button. (Make sure Foreship is still selected and you
are in Edit Mode.)
2. Click the Control/Edit Points button to switch to Edit Point mode.
3. Zoom in on the forward end of Foreship.
4. Select the bottom vertex. Then, watch the Row display at the bottom of
the screen and press the F4 key repeatedly to switch to the next vertex up
the column. Note the position of each vertex, as several are in the same
position. Press the F3 key to switch to the next vertex down the column.
5. Move the edit points longitudinally and vertically until you get the desired
bow profile. You can drag the vertices with the mouse, or move them with
the arrow keys on the keyboard. You may have to reduce the Snap value
to have the vertex move by a small enough distance. Remember to press
Enter after positioning each vertex. (See Figure 2-11.)
60
Tutorial 2
6. Ensure that the bottom of the bulb fairs smoothly into the flat bottom by
switching to Control Point Mode and positioning the Row 0 and Row 1
vertices at V = 0.
7. Change back to displaying all columns by clicking the Isolate button.
8. Select File - Save and save your work so far.
61
Tutorials
New column
62
Tutorial 2
4. Working only on the new column in the Front view, move the vertices
away from the centreline to create the necessary rounding. Remember
that these points are on the surface. Tangency is ensured across the bow
because these points can only be moved transversely. See Figure 2-13.
5. Switch to Select mode to better see the result.
Tutorials
5. In the Insert dialogue box that appears, select Proportional Interpolation and specify a proportion of 0.75. Click OK.
6. Select Settings - Contours. To help visualize the surface, we will now set
some stations, waterlines and buttocks.
7. In the Contours dialogue box:
Set stations as follows: check that Location of Sta.0 is set to 0 (midship)
and Station Spacing is set at 1m. Click the Stations radio button, click
Group, set Last to 120F, Step to 10 and click OK. This will create a group
of stations from 120F to 0 at every 10m.
Set buttocks: Click the Buttocks radio button, click the Group button, and
set First to 0, Last to 12, and Step to 1, and then click OK. This creates
buttocks from 0 to 12s at every metre.
Set Waterlines at 0 to 12 at a Step of 1. When you are done, click OK.
8. Click the Contours button to make all contours visible. You can see all
contours in all views by checking the setting Setting - Preferences - Display Contours in All Views.
9. In Front, S Side and Top views, fair the shape by modifying the control (or
edit) points on the column you just inserted until you achieve the forward
shape that you want.
Tip: To maintain what will be the flat of side, do not move the vertices of
columns 0 or 1 transversely or vertically.
64
Tutorial 2
Autoship's fairing tools consist of the Porcupine Plot, the Curvature Window and
Gaussian, Mean and Absolute Curvature.
To get a porcupine plot, when viewing Edit points, click the Curvature/
Normals button on the Display toolbar. It is best to use this feature with
the Isolate button on. The porcupine plot displays the curvature of the
row or column as a series of spines radiating from the row or column.
The length of the spine indicates the relative curvature along the row or
column. Note the setting Settings - Invert Curvature Display which
plots the spines as 1/curvature, thus showing the relative 'straightness'
along the row or column.
The Curvature window is turned on and off from the View - Curvature
Window menu option. It plots the relative curvature along the row or
column as a function of row/column length. Vertex positions are shown
as vertical tick marks. This window can be re-sized and moved.
Gaussian Curvature, Mean Curvature and Absoloute Curvature are
found under the View menu. A rendered image will appear in the Para
view window. These options display the curvature as a color plot. Mean
curvature shows the average of row curvature and column curvature
and is best used for seeing the relative curvature across the surface.
Gaussian Curvature is the product of row curvature and column curvature and is good for an indication of "buildability" - the more white (flat or
single curvature) appearing, the easier the surface is to construct. Note
the setting Settings - Preferences - Curvature Display - Color Compression Index which sets the scaling factor for curvature-to-visiblespectrum for the color plot.
Refer to the on-line help for details about using these fairing tools.
9. To see the results of your work, click the Para view button and rotate to
the desired view. Then Select View - Render to render the surface.
(See Figure 2-14.)
65
Tutorials
66
Tutorial 2
6. In Top and Side views, move the vertices longitudinally (but not transversely or vertically) until they are at the correct location to define the forward end, or tangency, of the flat-of-side. Do not worry about getting the
locations exact - you can move them again later. (See figure 2-15).
Column 1
Note: To ensure the vertices move longitudinally only, use the arrow keys
on the keyboard or turn on Ortho and drag the vertices. When using Ortho,
also use Snap or Grid.
Now we will add another column ahead of the knuckle column to ensure tangency across the knuckle column:
1. With Column 1 selected, click the Add button.
2. Specify a proportion of 0 and click OK. Remember, Add is not accessible
if the end vertex of the column is selected.
3. Select the top vertex of column 2 and click the Isolate button. (This vertex
is suprimposed on the top vertex of column 1. When you click superimposed vertices, the one with the lowest number is selected. You may
have to use the F3, F4 and F5, F6 keys to select the correct one.)
67
Tutorials
4. We are going to drag this entire column forward. To be sure we won't
move it up or down, toggle on Ortho.
5. In Side view, drag the entire column forward by pointing at the top vertex
in column 2 and, while holding the left mouse button down, move the cursor some distance forward, then hold down the Shift key and release the
mouse button.
Note: To ensure flatness and tangency, the rows of control points passing
through column 0, 1 and 2 must form a straight line. This is easiest to
arrange by making the rows run purely longitudinal - no change in T or V in this region.
6. In Side, Top and Front view, arrange the points of column 2 and 3 to fair in
the forward sections. Remember to not move column 2 vertices transversely or vertically. (Figure 2-16.)
68
Tutorial 2
Entry
Curve Name
Stern Curve
Parameters
End 1
End 2
Colour
Yellow
69
Tutorials
7. Drag the control points to form the aft profile. For tangency along the centreline, position vertex 1 at V=0. Be careful to not move the topmost or
bottom-most points. Refer to Figure 2-17.
8. In Front view (or Back view) move vertices six and seven outboard to form
the transom. Refer to Figure 2-17.
Note: To form the shape easier, you may want to toggle the vertex at the
bottom of the transom (vertex 5) to a corner.
70
Tutorial 2
5. In the Available Curves list box, click Midship Curve and then the Add
button, and then Stern Curve and Add again.
6. Click OK.
The Aftship surface has only two columns - the forward edge at Midship curve and
the aft edge at Stern curve. Consequently, the highest that row Max Degree can
be is 1 (maximum = the number of columns minus 1), so there is no curvature in
the longitudinal direction. Also, these two columns are shaped the same as the
curves they were derived from but are not connected to the curves in any way. To
keep the shape of the columns the same as the curves, we must not move any of
the vertices of these columns.
Note: If you set vertex 5 to be a corner then Aftship has a knuckle row (the
diagonal line) corresponding to the corner.
To add additional columns to the Aft Hull Surface:
1. Click the Edit Mode button.
2. In the S Side view, select the column at the forward end of the Aftship surface and click the Add button. (Make sure you are in Column mode, not
Row mode and do not have the top vertex selected.)
3. Specify a proportion of 0 and Click OK to create another column at the
same position as the forward column.
4. Click the Isolate button to work on the new column (Col 1) without interference from the column that was copied. (Check that Col 1 is selected.)
5. Select the top vertex and pull it straight aft to roughly where you want the
flat-of-side to end and then hold down the Shift key and release the
mouse button. Be careful to not move the vertex vertically: watch the cursor coordinates and compare the cursor's vertical value to the vertex's
vertical coordinate. The job will be easier if you turn on Ortho.
71
Tutorials
6. Click the Corner button to turn column 1 into a knuckle. This makes column 1 become the end of the flat of side.
7. In both S Side view and Top view, modify column 1 to form the aft end of
the flat-of-side. Remember to move the vertices longitudinally only.
8. With Column 1 selected in Edit mode, click the Add button.
9. Specify a proportion of 0 and click OK.
10. Move the Column 2 vertices directly aft to ensure tangency at the flat of
side. Don't move them transversly or vertically.
In Top view the surface appears as straight lines (not curved). This is
because the Row Max Degree is only 1. We'll attend to that now.
11. Select Edit - Attributes.
12. In the Attributes dialogue box, set CDeg for Aftship to 3 and CRes to 20.
Also, set RRes to 60 to allow better display of the surface shape. Click OK.
13. To help in fairing, go to Settings - Contours and add another group of stations from 0 to 120a at Step 10.
14. Turn on the contours by clicking on the Contours button. (See Figure 2-18.)
The goal in fairing a surface is to get the rows and columns to flow as smooth
lines. Start with the Control Points to be sure the basic mesh is smooth, then
progress to smoothing out the Edit Points. Fine tune the vertex positions by looking at the Mean Curvature. If necessary, add another column or two ahead of the
aftmost column to aid in fairing. You can also add more rows, however be aware
that you might adversely affect the shape at midship.
72
Tutorial 2
Because of the knuckle in the Stern Curve, the surface Aftship was created
with a knuckle row. You may find it easier to fair the Aftship surface if you
turn the knuckle row (Row 7) into a non-knuckle: select the row and click the
Toggle Corner button. However, if you turn the knuckle off, you will notice the
aft edge of the surface no longer follows the Stern Curve. The easy solution
is to fair the surface and then turn the row into a knucle line again. You
should then make sure that the knuckle line is not causing an unwanted
chine by positioning the knuckle vertex on a straight line between it's neighbours. To do this, straighten the portion of the column which includes the two
vertices on either side of the knuckle vertex: in column mode, click the vertex below the knuckle vertex, then click the Straighten button and then on
the vertex above the knuckle vertex. You should repeat the straightening
operation in one other view to make sure the knuckle vertex lies on a straight
line between it's neighbours. (See figure 2-19.)
73
Tutorials
Knuckle vertex
Straighten
this
section
74
Tutorial 2
Field
Entry
Curve Name
Circle
Side
Centre
Angles
Semi Axes
3. Change to S Side view and zoom in on the area around the forward part
of Foreship. (See Figure 2-20.)
75
Tutorials
3. Click the Move button.
4. When you move the cursor into the view, you will see a "rubber band"
originating from the curve's "base point". Position the bilge circle at the
new location and click the left mouse button. Note that the base point has
moved also.
Note: We moved the base point first to avoid confusion: because the rubber band originates from the base point and the base point was at the origin, then the base point would not have appeared in the current zoom, so
the rubber band would have started from somewhere off the screen. The
rubber band indicates the relative displacement of the curve - the curve
will move by this amount from it's current location, not to the position indicated by the cursor.
To project the Circle curve onto the hull surface:
Projecting the Circle curve onto the hull surface produces a new curve that is
embedded on the hull. An embedded curve will adapt itself to any changes in the
host surface.
1. Switch to Para view.
2. In Create Mode, click the Create Curve button.
3. Select the Projected tab, enter the following and click OK:
76
Field
Entry
Curve Name
Thruster Curve
Projection
Side
Type
Source Curve
Circle
Host
Foreship
Acceptable Tolerance
0.001
Colour
Light Blue
Tutorial 2
Thruster Curve
Circle
77
Tutorials
Entry
Surface Name
Thruster
Curves
78
Tutorial 2
Note: If the surface Thruster appears as a tie, or hourglass, then you must
change the direction of one of the curves and regenerate the surface. The
direction of a curve is shown by a small arrow near the beginning of the
curve when in Select mode. The arrows on both curves should point the
same direction. To change the direction of a curve, select the curve, then in
Edit mode click the Reverse Ends button. Then update the Thruster surface
by selecting it and clicking on Edit - Regenerate Object. Note that if you
reverse the embedded curve used to trim the surface, you will have to re-do
the trim operation.
6. In Select mode, select both the new Thruster surface and the Foreship
surface. (Select one, and then while holding down the Shift key, select the
other - you must click the outline of the surface.) Note that the object box
at the top of the screen displays "Multiple Select".
7. Select Arrange - Group.
8. In the New Group dialogue, change the name to Hull Fwd and click OK.
Note the Make Comps Invisible checkbox. If checked, the visibility of the
two surfaces will be turned off in the Attributes dialogue.
9. If it is not selected, select the new group Hull Fwd and select ViewRender to see the result. (See Figure 2-23.)
79
Tutorials
Entry
Curve Name
Deck Camber
Projection
Front
Dimensions
Colour
Bright Green
Look closely under the midship curve to see the Deck Camber curve - it
starts at 0,0,0.
80
Tutorial 2
Entry
Curve Name
Parameters
End 1
L = 0, T = 0, V = U18
End 2
L = F120, T = 0, V =U18
Colour
Bright Green
4. If you wish to create some sheer in the deck, switch to Edit mode and SSide view and move the aft three vertices downwards to form a smooth
curve.
To create the deck surface:
1. Click the Create Mode and Create Surface.
2. Click the Sweep tab.
3. Enter the following and click OK:
Field
Entry
Surface Name
Foredeck
Pattern Curves
Guide Curves
Options
Parallel: Checked
81
Tutorials
Note: Parallel will maintain the original upright orientation of the camber
curve as it sweeps out the surface, just as deck beams would be placed. If
Parallel was not checked, the relationship between the two curves would be
maintained, thus, in order to keep perpendicular to the guide curve as the
guide curve bends due to sheer, the pattern curve would rotate (in side view)
as it was swept along the guide curve.
4. View the surface in 4-view to see the camber and sheer. It may help to
turn on the Mesh. (See figure 2-24.)
82
Tutorial 2
2. Click the Surf-Surf Intersect button. (If the button is greyed out, see Note
above.) In the Surf-Surf Intersect dialogue box, make sure the two surfaces shown are Foredeck and Foreship, set the tolerance to 0.005m, set
the colours of the curves to purple and click OK.
This will create two curves which describe the intersection of the Foreship
and Foredeck; one curve, Foreship Int1, is embedded on the Foreship
surface, the other curve, Foredeck Int1, is embedded on the Foredeck
surface. To avoid future confusion, we suggest you rename the curves
using the following convention: rename SurfA Int1 to SurfB-SurfA, and
SurfB Int1 to SurfA-SurfB, where the first name indicates the surface the
curve is embedded on, the "-" is reserved to indicate an intersection
curve, and the second-named surface is the surface intersected with.
3. Rename curve Foreship Int1 to Foredeck-Foreship: click Edit Attributes, click the name Foreship Int1 and then click the Properties button. In the Curve Properties dialogue, under Name, type Foredeck-Foreship and click OK.
4. Similarly, rename Foredeck Int1 to Foreship-Foredeck.
5. Select the surface Foredeck.
6. Click the Trim Surface button.
7. In the Trim Surface Foredeck dialogue, select the curve ForedeckForeship and click OK. Answer Yes at the appropriate trim option and
No to the others.
8. Select the surface Foreship.
9. Click the Trim Surface button.
10. In the Trim Foreship Surface dialogue, select both of the curves ForeshipForedeck and Foreship-Thruster Curve and click OK. Answer Yes at the
appropriate trim option shown and No to the others. (See figure 2-25.)
83
Tutorials
84
Tutorial 2
6. In the pick box directly below that, pick one of the other surfaces.
7. Click the Add button. The selected surface will be added to the object list.
8. Add the remaing three surfaces the same way.
9. Click in the Stbd + Port check box to have all the selected surfaces mirrored to the other side of the vessel.
10. Exit the Group Editor dialogue.
11. Switch to Para view and render the group. (See figure 2-26.)
85
Tutorials
2.14 Summary
This completes the second tutorial. The first and second tutorials introduced various tools used for constructing a model, and described how to use the building
blocks of the system * objects * by creating and using simple curves and surfaces.
Tutorial three completes this introduction to hull design with Autoship. In tutorial
three, hull design is accomplished using extrusion, mirroring surfaces, integrating
panels, and by using ruled and swept surfaces.
86
Tutorial 3
3 .0 m
20m
12m
3m
87
Tutorials
88
Tutorial 3
Field
Entry
Curve Name
Section
Tab
Free
Parameters
End 1
L = 0; T = 1.6; V = 3
End 2
L = 0; T = 0; V = 0
3. Switch from Snap to Grid mode (value of 0.1) by clicking on the Snap button at the top left of the screen.
Note: By using Grid instead of Snap, you can easily re-position vertices to
rounded, or even value, co-ordinates. Snap causes the vertex to jump relative to its initial position. Grid jumps to an absolute position as defined by
a grid with an interval equal to the Snap setting.
4. In Front view, add another vertex and use the Toggle Corner button to
form a chine flat and then reposition the vertices to form the hull section at
midship, as depicted in Figure 3-2.
Tutorials
Entry
Name
Hullout
Tab
Extrude
Curve
Section
Vector
L: 20F
Column Mesh
Number: 4; MaxDegree: 3
3. Switch to Edit mode and Column mode, select the forward column, and
then click the Isolate button.
4. In Front view, move the topmost vertex to the centreline: select vertex 0 click
in the T cooridinate box at the top left of the screen, type 0 and hit Enter.
5. With the topmost vertex selected, click the Straighten button and then
click the lowest vertex to straighten all the vertices to the centerline.
6. In Side view, move the points longitudinally to give the desired bow profile.
7. In Side, Top and Front view, form the hull to achieve the shape you want
for the outboard half of the hull. Try to set the top edge of the hull around
midship at T = 1.6. We will be trimming off the top edge of the hull, so do
not bother to shape it in profile. You should also position the forward-most
vertices of both chines at the same location. (See Figure 3-3.)
Note: We added another column forward to give us better control over the
bow shape.
90
Tutorial 3
91
Tutorials
3. Click the next vertex above the bottom of the stem (Row 3, Col 4 in our
model) and write down the L and V coordinates. (See figure 3-4.)
Row 3, Col 4
Row 4, Col 3
Row 4, Col 4
4. Create a new curve using the Free tab. Set Control Pts to 3. For End 1,
type in the first set of coordinates you wrote down. For End 2, type in the
last set of coordinate you wrote down.
5. With the new curve selected, switch to Edit mode, and Edit Points, if
necessary, and select the middle vertex.
6. Set the middle vertex to the L coordinate you wrote down for the corner of
Hullout: click in the L coordinate box at the upper left of the screen to highlight the L value, type the new coordinate and hit Enter.
7. Straighten the entire curve: select one of the end vertices, click the
Straighten button and click the vertex at the other end of the curve.
8. Copy the V coordinate of the middle vertex of the curve to the corner
vertex of the Hullout surface: select the middle vertex, click in the V
coordinate box, hold down the Ctrl key and press the C key (this copies the coordinate to the "clipboard). Switch to Select mode, select the
Hullout surface, switch to Edit mode and select the vertex at the corner where the forward edge meets the bottom edge (Row 4, Col 4).
Click in the V coordinate box, hold down the Ctrl key and press the V
key (this pastes the value from the "clipboard) and hit Enter.
92
Tutorial 3
9. Go to the Attributes dialogue and turn off the visibility of the curve used
for this straighten process.
This effectively straightens the forward-lower corner of the surface Hullout. Note
that if you move either of the three vertices used for the straightening operation,
then you will have to re-do the straightening operation.
Tutorials
7. Edit the shape as you see fit. Take care to not move any of the vertices at
the centerline, otherwise the two halves of the hull will not match. (See
Figure 3-5.)
In order to have the same shape for the bow profile on Hullin as on Hullout,
the distribution of vertices must be the same. This means the second vertex
from the top must be a corner vertex and must not move from it's original
position. And since this vertex must be a corner vertex, then the entire row
must be a knuckle row. If you do not want to have a chine at that row, then
the columns must be straigtened across the corner vertices, as follows:
8. In Edit mode, switch to Column mode, click the Isolate button and switch
to Edit Points, if necessary.
9. Using the aftmost column as an example, in Front view, click the vertex
immediately above the chine vertex (the chine vertex is the green one), then
click the Straighten button, then click the vertex immediately below the
chine vertex. Repeat this straightening procedure in S Side view.
10. Repeat this procedure for the other columns.
Straighening across the chine will effectively cause the chine to disappear.
Note that if you edit the shape of the surface after straightening, you will
have to re-do the straighten operation
.
94
Tutorial 3
Entry
Curve Name
Tunnel Shape
Tab
Free
End 1
End 2
95
Tutorials
2. Switch to S Side view and reshape the curve as indicated in figure 3-6.
Entry
Surface Name
Tunnel
Tab
Extrude
Curve
Tunnel Shape
Vector
L = 0; T = S4.0; V = 0
96
Tutorial 3
To create a smooth corner between the Tunnel and Hullin, we will create a fillet
panel using the Blend surface type. For this design, this fillet panel will have a
0.25m radius over most of it's length but will taper to 0 at the forward end. Two
surfaces to be "blended" must have congruent edges, such as at a chine or at a
trimmed intersection. Therefore, to blend the Hullin and the Tunnel, we must first
obtain the intersection of the Tunnel and Hullin surface and then trim the surfaces
to the intersection.
To obtain the intersection:
1. Switch to 4 View.
2. Select both the Tunnel and Hullin surfaces.
3. Click the Surf-Surf Intersect button.
4. In the Surf-Surf dialogue, verify the surface names and click OK.
5. In the Attributes dialogue, rename the curve Hullin Int1 to Tunnel-Hullin
and Tunnel Int1 to Hullin-Tunnel.
To trim the surfaces:
1. Select the Hullin surface
2. Click the Trim Surface button.
3. In the Trim Surface Hullin dialogue, pick the curve Hullin-Tunnel and
click OK.
4. Answer Yes to the appropriate Keep this Domain prompt and No to the rest.
5. Repeat steps 1 to 4 for the surface Tunnel.
97
Tutorials
To create the fillet panel
1. Create a surface:
Field
Entry
Surface Name
Fillet
Tab
Blend
Surfaces
Tunnel
Hullin
Radii Variation
Cubic
Radii
1 = 0.25
2 = 0.25
3 = 0.25
4=0
Type
Fillet
Tolerance
0.001
2. The intersection of the two surfaces will be highlighted and you will be
promted with Blend here? Answer Yes if the indicated path is correct.
(See Figure 3-8.)
98
Tutorial 3
A Blend surface operation creates one surface and two curves. The surface fits
between the two curves, but is not joined to either of them. One of the curves is
embedded on one surface and the other curve is embedded on the other surface.
These curves can be used to trim the surfaces being filleted to the junction with
the fillet panel. We will now re-trim the Tunnel surface at it's junction with the Fillet
and then re-trim the Hullin surface at it's junction with the Fillet.
To re-trim the surfaces:
1. Select the Hullin surface.
2. Click the Trim button.
3. In the Trim Surface Hullin dialogue, de-select the curve Hullin-Tunnel,
select the curve Fillet 0 and click OK. (If you had selected the two surfaces
in the reverse order when generating the Blend surface, then the curve
embedded on Hullin would be named Fillet 1.)
4. Answer Yes to the appropriate Keep this Domain prompt and No to the rest.
5. Repeat this operation for the Tunnel surface.
Note: If the surface trim does not seem to take effect, the likely cause is
that the trimming curve is not "closed". A closed curve means that either
both ends of the curve contact an edge of the surface or the curve begins
and ends the same location. If you encounter a case where the surface
trim does not work, first check the location of each end of the trimming
curve and, if necessary make adjustments to close the curve.
6. Save the project: click File - Save.
99
Tutorials
the vertices on the middle column must be positioned at the same height as
the centreline column. To ensure proper control of the shape, the rows must
be perfectly transverse. To ensure easy control of the shape, we must limit the
number of rows to a manageable number, say five or six. We will employ a
few tricks to accomplish this.
To create the Deck Edge curve:
1. Create a new curve:
Field
Entry
CurveName
Deck edge
Tab
Embedded
Host
End 1
End 2
R = 0; c = 0
R = 0; c = 1
This will create a curve which runs diagonally across the surface.
2. In Edit mode, re-shape the curve to describe the deck edge. Make sure both
ends of the curve contact an edge of the Hullout surface. (See Figure 3-9.)
100
Tutorial 3
Entry
Curve Name
Temp
Tab
Match
Type
Free
Source Curve
Deck Edge
101
Tutorials
To create a Centreline curve:
1. Create a new curve by copying the Temp curve: with Temp selected, hold
down the Shift key and click the Clone (Shift - Copy) button. In the Copy
dialogue, name the new curve Centreline.
2. Move the entire curve to the centreline: with Centreline selected, click the
Scale button and for the T value type 0 and then hit Enter. You may wish to
view the result by switching to Top view or 4 View.
To create the Deck:
1. Create a new surface:
Field
Entry
Name
Deck
Tab
Rule
Curves
Centerline
Temp
Column Mesh
Number: 3
Max Degree: 2
2. Attach the outboard edge to the curve Deck Edge: switch to Edit mode,
select the outboard column (Col 2), click the Attach button and in the Attach
Surface dialogue, under Action click Attach to Curve and under Attach To
select Deck Edge and then click OK. (See figure 3-11.)
102
Tutorial 3
To clean up:
1. Detach the outboard edge of the deck: with Col 2 selected, click the Detach
button.
2. Delete the curve Temp: select the curve Temp, and click the Delete
button.
3. Trim the Hullout surface off at the Deck Edge curve: select the surface Hullout, click the Trim Surface button, in the Trim Suface Hullout dialogue
select the curve Deck Edge and click OK. Answer Yes to the appropriate
Keep This Domain prompt and No to the others.
Notes: The shortcut to positioning the middle column exactly half-way
between the edges is to hve the program insert it. The trick to setting the vertices on the middle column to the same height as the centreline column is to
start with a surface in which the rows are transverse and horizontal. The
best way to set up a surface in which the rows are transverse is to create a
ruled surface between two curves that have the same number of vertices
placed in identical longitudinal positions. The best way to obtain two curves
with the same number of vertices placed in identical longitudinal positions is
to copy one to create the other.
103
Tutorials
Because the Deck Edge curve is attached, a ruled surface generated from
it would have hundreds of rows. A ruled surface generated from two free
curves usually has only five or six rows.
Often, attaching the edge of a surface to a curve disrupts the arrangement
of the vertices on the edge being attached. Because the Deck surface
was generated from a copy of the Deck Edge curve, attach the edge of
Deck to Deck Edge did not distrupt the arrangement of the edge vertices.
Entry
Curve Name
Housebot
Tab
Embedded
Host
Parameters
End 1
r = 0; c = 0
End 2
r = 1; c = 1
2. Modify this curve to represent the lower edge of your pilot house. (See figure 3-12.) To ensure tangency across the centreline, keep vertex 2 at the
same longitudinal position as vertex 3 (the centreline vertex.)
3. Create another curve, Housetop Brow, as a free curve with 4 Control Pts
and MaxDegree 2.
104
Tutorial 3
Tip: for easy editing, set End 2 to a different L value than End 1.
4. In Top and S Side view, form Housetop Brow as the upper edge of the
house side. (See Figure 3-12.)
Housebot curve
Entry
Surface Name
Housefront
Tab
Rule
Curves
Housetop Brow
Housebot
105
Tutorials
106
Tutorial 3
6. Clickce at the aft end of the curve Housetop Centre; then click at a position
just above and inboard of the aft end of the curve Housetop Brow. Try to
click at the same height as the where you clicked on Housetop Centre.
7. Click the aft end of the curve Housetop Brow; then right-click anywhere in
the view window.
8. In the Curve Parameters dialogue, name the curve Housetop Shape,
set Maximum Degree to 2, click the Control Points radio button and
click OK.
9. If necessary, switch to Edit mode and modify the shape. (See figure 3-14.)
H o u s e to p S h a p e
c u rv e
107
Tutorials
10. Create a new surface: (See Figure 3-15).
Field
Entry
Surface Name
Housetop
Tab
Sweep
Pattern Curves
Housetop Shape
Guide Curves
Housetop Centre
Housetop Brow
Options
Scaled: checked
108
Tutorial 3
3.10 Summary
In Tutorials 1 to 3, you have been shown a number of ways to create and edit
ships and boats. These tutorials are intended to be an introduction to Autoship.
They do not describe the definitive methods for producing hulls. Using what you
have learned in these tutorials, you should experiment with the program to
develop the best methods for working with your particular type of vessel.
109
Tutorials
110
Tutorial 4
4.75 ft
5 ft
24 ft
Figure 4-1: Pocket Cruiser
111
Tutorials
112
Field
Entry
Name
Hull
Tab
Dimensions
Size
L = 24, T = 4.25, V = 5
Column Mesh
Number: 4; MaxDegree: 3
Row Mesh
Number: 4; MaxDegree: 2
Tutorial 4
113
Tutorials
Note: in order to avoid a knuckle at the bottom of the stem in profile view,
the vertices of Col 0/Row 1, Col 0/Row 0 and Col 1/Row 0 should all lie on
a straight line. You can position them fairly close by eye, or draw a free,
straight curve to use as a template, or use a hand calculator to find the
exact position of one vertex based upon the postions of the other two.
Refer to Tutorials 2 nd 3 for a further explanation.
7. Change to Rows, select Row 0 and form the fairbody shape.
8. Switch to Top view and shape the sheer line (Row 3, in our model.)
9. Switch to S Side view and shape Row 3 to get a pleasing sheer line.
Experiment with using the Planar button to force the sheer into a plane:
select the vertex on either Column 1 or 2 and click the Planar button.
The Planar routine calculates a plane based upon the positions of the two
end vertices and the currently selected vertex and then adjusts the
heights of the remaining surface-edge vertices to lie on that plane.
10. Switch to Front view and re-shape column 3 to form the aft end of the
hull. In steps 7, 8 and 9, you positioned the bottom and top vertices in profile, so you should not move them now.
114
Tutorial 4
115
Tutorials
4.5.(b) - Running Instant Hydrostatics
1. Click the small H button near the lower left of the view window to open the
Instant Hydrostatics window.
2. In the Instant Hydrostatics window, click the Group button.
3. In the Choose Hydrostatics Group dialogue, select Main from the pick list
and click OK.
4. In the Instant Hydrostatics window, note the Depth display in the lower left
corner.
5. Click the Update button.
Note: If the Invalid Parameters message appears, the likely cause is that the
hull is not actually sitting in the water at the specified Depth. Set the Depth to
a higher value and click Update again. We are aiming for 4.0 LT displacement. It is not very likely that the displacement at the draft you have set is
exactly 4.0 LT, however we can get Autoship to find the draft corresponding
to 4.0 LT.
6. Near the bottom centre of the Instant Hydrostatics window, set the Mass to
4.0 and click the S button. After a brief calculation, new results will appear.
The Depth value now displayed is the amount you need to shift the hull vertically to hit the target displacement at the design waterline.
7. On the main screen, select the Hull surface.
8. Right-click the Move button. In the Move Selection dialogue, set the V value
to the opposite of that shown for Depth in the Instant Hydrostatics window,
i.e. if Depth is U.041, set the V to D.041. Click OK.
9. Click the small H button to close the Instant Hydrostatics window.
Note: If the value shown for Trim in the Instant Hydrostatics window is
very large (> 1 degree) then it may take a few iterations of step 8 to hit
the target draft.
116
Tutorial 4
Entry
Name
Transom Shape
Tab
Arc
Plane
Top
Semi-Axes
Center
Angles
0 and 10*
Tutorials
7. Click the Surf-Surf Intersect button, set the tolerance to 0.1 in. and
click OK.
8. This generates two intersection curves: Transom Int1 (embedded on
Hull) and Hull Int1 (embedded on Transom). Rename Transom Int1 to
Hull-Transom, and Hull Int1 to Transom-Hull.
9. Trim Hull off at the intersection with the transom: select the Hull surface,
click the Trim Surface button, in the Trim Surface Hull dialogue, select the
curve Hull-Transom and click OK. Answer Yes at the appropriates Keep
This Domain prompt and No to the others.
We cannot yet trim the transom surface as we do not have a curve which completely describes where to trim the surface.
To establish the top of the transom:
1. In Create mode, click the Create Point button.
2. In the Create Point dialogue, type the following information, and click OK:
Field
Entry
Name
Transom Corner
Tab
Embedded
Host
3. Working in Front view, move the point Transom Corner to the top end of the
curve Transom-Hull.
Tip: pull the point up above the end of the curve and it will jump back to
the end of the curve.
4. Create an embedded curve, Transom Top, embedded on the surface
Transom and having 3 vertices.
118
Tutorial 4
5. Attach the outboard end of Transom Top to the point Transom Corner.
6. In Front view, edit Transom Top to the desired shape of the transom at
deck level. You should position the middle control point at the same height
as the vertex at centreline in order to maintain tangency across the centreline. (See Figure 4-4.)
Transom Top
curve
Hull outline
119
Tutorials
Answer Yes at the appropriates Keep This Domain prompt and No to the
others.
120
Tutorial 4
Entry
Name
Deck CL
Tab
Free
End 1
End 2
121
Tutorials
To create the curve Deck Edge:
1. Create a curve:
Field
Entry
Name
Deck Edge
Tab
Surf Row/Col
Type
Embedded
Axis
Row
Parameter
Host Surface
Hull
Entry
Surface Name
Deck
Tab
Dimensions
Size
L = 24; T = 5; V = 0
Column Mesh
Number: 3; MaxDegree: 2
Row Mesh
Number: 3; MaxDegree: 2
Deck Fwd
Transom Top
Deck CL
Deck Edge
Note that you may need to drag some of the vertices past the appropriate corners
in order to pull the surface into the correct shape.
122
Tutorial 4
This exercise has established a rather complex chain of dependencies. The hull
depends on the transom and two curves embedded on it. The keel and the deck
both depend on the hull. The keel also depends on the curve Bottom of Keel. To
check what an object's dependents are, select the object and click the Information
(I) button on the lower left of the screen.
4.10 Groups
Groups provide a way of putting together the parts for viewing, calculating weight
and volume, and exporting to Autohydro and Autobuild.
1. Create a group, Main, which includes all the surfaces made in this tutorial.
Render the Main group to see your vessel.
2. Mirror the Main Group by selecting Edit - Attributes and in the Group Editor, click the name Main, click Stbd + Port and then click OK. The result is a
complete boat.
3. After creating the Main group, make a copy of this Group and call it Heeled
15. Then, with the group Heeled 15 selected, right-click the Rotate button.
Type 15 degrees and click OK. The result is the boat heeled over 15
degrees. This lets you look at heeled waterlines and even see Heeled Buttocks! Try Quick Hydrostatics on this group.
Remember to save your work.
4.11 Summary
This concludes Tutorial 4. If you have done all four tutorials, you have now seen
many different ways to design a hull in Autoship. With a little practice, you should
be able to design your own hull quickly and easily.
123
Tutorials
124
Tutorial 5
13.5 m
140 m
12.1 m
125
Tutorials
126
Tutorial 5
You could generate a hull surface by simply extruding this curve forward or aft
from amidships. However, the resulting surface would have two knuckles or
chines, one just above and one inboard of the vertex you used to generate the
radius. To avoid this problem, we will copy the curve Midship Section and edit out
the knuckles while using Midship Section as a template:
3. Copy the curve Midship Section to Midship: with the curve Midship Section
selected, click the Clone (Shift -Copy) button, name the curve Midship.
4. Switch to Edit mode and in Front view zoom in on the bilge radius area.
5. Select vertex 1 and click the Toggle Corner button.
6. Select vertex 3 and click the Toggle Corner button.
7. Using the arrow keys on the keyboard, move vertex 3 inboard until the
shape of the lower portion of the curve Midship roughly matches Midship
Section. Try to keep track of how far the vertex is moved.
8. Using the arrow keys on the keyboard, move vertex 1 up by the same
amount vertex 3 was moved inboard. Straighten the curve between vertex 0
and vertex 2.
9. Repeat steps 7 and 8 until the shape of the curve Midship matches the
curve Midship Section. (See figure 5-3.)
127
Tutorials
128
Tutorial 5
129
Tutorials
130
Tutorial 5
131
Tutorials
Note: The Match operation works well in this instance because the columns
of surface Hull Fwd Lower have five vertices and the curve Stem also has
five vertices.
3. Use Straighten to move all the vertices of the bottom row to the centreline.
Note that you will have to move the vertex on column 3 aft.
4. Edit the shape of column 2 and 3 to achieve the shape desired. Do not
move the vertices in the top row or else the top edge will no longer match
the curve Knuckle Fwd.
Note: In Body view, the control points on columns 0 and 1 must be kept
identical to ensure the forward portion of the hull will match up with the aft
portion of the hull at midships.
5. If desired, add another row inboard of the row at centreline and convert it
to a corner or knuckle row to define the flat bottom.
132
Tutorial 5
2. Create a new surface, Bulb Fwd, by extruding the curve Bulb Shape longitudinally. We specified a length of 20m, 3 columns and degree 2.
3. Move the surface into position.
4. Close the forward end of the shape: add another column at the same
location as the forward-most column and set all of it's vertices to the same
vertical coordinate. We uses 2.5. Make sure they are all at T = 0.
5. In S Side view, shape the top, bottom and forward edges by eye. Insert
other columns as needed. The forward-most two columns define a
smoothly closed shape. If you move any of the vertices on either of these
column longitudinally you will distort the front end of the bulb.
6. In Top view, shape the middle row.
7. Ensure tangency across the top: add another row at the same position as
the top-most row and move it's vertices outboard a little. Use these vertices to alter the sectional shape.
8. Ensure tangency across the bottom: add another row at the same position
as the bottom-most row and move it's vertices outboard a little. Use these
vertices to alter the sectional shape.
133
Tutorials
Tip: Keep the aft-most vertex of this row at T = 0 to obtain a more usable
intersection with the hull.
To fit the Bulb:
1. Select both Hull Fwd Lower and Bulb Fwd.
2. Click the Surf-Surf Intersect button to generate the intersection curves.
Note: You may find an additional set of intersection curves positioned along
the centreline, or the intersection curves may extend along the centreline at
the bottom. These portions are not needed, so they can be deleted.
3. Rename Bulb Int1 to Hull Fwd Lower-Bulb Fwd and Hull Forward Lower
Int1 to Bulb Fwd-Hull Fwd Lower.
4. Select Bulb Fwd and click the Trim Surface button.
5. In the Trim Surface Bulb Fwd dialogue, select the curve Bulb Fwd-Hull
Forward Lower and click OK. Answer Yes to the appropriate Keep this
Domain prompt and No to the others.
To create the trimmed Hull Forward Lower:
1. Using the same method as 3 and 4 above, trim Hull Forward Lower at the
intersection with the Bulb. You may have to re-work the aft end of the
intersection curve to obtain a closed curve.
2. Select View-Render to see your work in perspective.
134
Tutorial 5
Knuckle Aft
Knuckle Fwd
Tutorials
To create the curve Knuckle Aft:
1. Create a Free curve, Centreline Aft, with 6 control points and degree 2,
having End 1 at L = 55 F, T = 0 and V = 0 and End 2 at L = 2.5 A, T = 0
and V = 5.
2. Arrange the vertices as shown in figure 5-9.
136
Tutorial 5
6. Attach the upper edge of the surface to the curve Knuckle Aft: switch to Edit
mode, select the upper-most row (Row 4), click the Attach button, pick
Attach to Curve, and for Attach to pick Knuckle Aft.
7. Move the aft-most two contol points of Row 3 downwards so that they lie
below the curve Knuckle Aft. Try to position them so Row 3 is smooth.
8. In Front view, check each column of control points to make sure there are no
bumps or hollows. Turn on the surface mesh and inspect it in each view to
make sure it has a "smooth flow".
Now we continue to build the Hull Aft surface higher.
9. Add another row at the same position as the top-most row (Row 4): select
Row 3, click the Add Row or Column button and for Proportion, input 1.
10. Select the new top-most row, (Row 5). You may find it easier to locate Row 5
by toggling to Edit points.
11. Detach Row 5 and then Attach it to the curve Deck Edge Aft.
12. Turn Row 4 into a corner: select Row 4 and click the Toggle Corner
button.
This completes the Aft Hull surface. You have now seen two ways to construct a
large surface from several curves, and assure that the overall shape is contiguous
and smooth.
137
Tutorials
2. Create a surface, Bulb Aft, as a type Rotate surface; pick Longitudinal for
Axis and specify an angle of 180 for Rotation.
Tip: move Stern Bulb Profile's base point to the height of the centreline of
the bulb - by default, the surface of rotation is be created by revolving the
curve about it's base point.
3. If the Bulb Aft is not already in the correct position, re-position it and then
intersect it with Hull Aft. Remember to rename the intersection curves.
4. Trim both the Bulb Aft and Hull Aft.
5.7 Summary
This concludes Tutorial 5. Have a good look at the project to get an idea of how
the groups are constructed. If you want to test the hydrostatics, the design draft
is 5.4 m.
138
Tutorial 6
28m
104m
139
Tutorials
To begin:
1. Click File - New to initialize Autoship.
2. Set units to Meters and Tonnes.
3. Set the coordinate system to Naval /Aircraft (US).
Our approach for the construction of this rig will be to create the elements needed
for one quarter of the structure and then assemble them into a group. Then, by
using copy and mirror operations upon the group, we will produce the entire
model that will be used for visual purposes. Finally, we will re-assemble the basic
elements to produce a different model of the same structure which can be
exported to Autohydro.
6.3 Pontoon
First, we will create two curves, Midship and Waterline and then sweep Midship
along Waterline to create a surface that represents the aft, forward one-eighth of
one pontoon. Then, through a series of clone and mirror operations, we will create
the aft half of one pontoon.
To create the curve Midship:
1. Create a new curve, Midship, with 3 Control Pts and Max Degree 2 having
End 1 at 0, 5, 0 and End 2 at 0, 0, 5.
2. Move the middle Control Point (not Edit Point) to 0, 5, 5, toggle it to a corner
and then use the Radius Corner button to form a Radius of 1.0.
140
Tutorial 6
141
Tutorials
To create the other half of the aft portion of the pontoon:
1. Select both Upper Surf and Lower Clone and click the Clone button. In the
New Group dialogue, give the name Port Clone.
2. Click the Front view window.
3. With Port Clone selected, click the Flip Horizontal button.
To create the half of the the pontoon:
1. Create a group, Pontoon Half, consisting of Upper Surf, Lower Clone and
Port Clone.
2. Move Pontoon Half 33.0m to starboard. (Tip: right-click the Move button.)
142
Tutorial 6
4. In Top view, compare the arrows at the beginning of Cone Bottom and Cone
Top to ensure that both curves start at the same relative location - aft or forward, and that both curves point the same way.
5. Create a Develop surface, Cone between Cone Bottom and Cone Top.
To create the cylinder (upper part):
1. Create an Extrude surface, Cylinder, by extruding the curve Cone Top 18m
vertically.
143
Tutorials
Note: we will need to trim off the top of the Diagonal and so need to extend it
past where it will be trimmed at L = 42.0, T = 33.0P, V = 28.0. In this case,
we chose to extend the curve 10%, or T = 0 + (1.1 x 33.0P) = 33.33P and V
= 5U + (1.1 x (28.0U - 5.0U)) = 28.23U. (The 5U is the V at End 1.)
2. Create a Tube Sweep surface, Diagonal using the curve Diagonal Axis.
We set Radius to 1.0.
3. Obtain the Surf-Surf intersection curves of Diagonal and Cross Beam.
Note that Diagonal penetrates Cross Beam twice, so there will be more
than one intersection curve generated. To avoid later confusion, delete the
unnecessary curve(s).
4. Create a Dimensions type surface, Temp, with L = 6, T = -4 and V = -4,
Column Mesh: Number 2, Max Degree 1; Row Mesh: Number 3, Max
Degree 1.
5. Move Temp by 39.0A, 29.0P, 28.0U.
Note: We want to move the centre of the surface (L = 3.0, T = P4.0, V = 0)
to L = 42.0, T = P33.0, V = 28.0. Hence the displacement is L = (42.0 - 3.0)
= 39.0, T = (P33.0 - P4.0) = P29.0, V = (28.0 - 0) = 28.0.
6. Obtain the intersection of Temp and Diagonal and rename the curves.
7. Trim Diagonal off at the intersection with Cross Beam and the intersection
with Temp. You may wish to delete the curve embedded on Temp and the
surface Temp.
To create multiples of the columns, cross beams and diagonals:
1. Create a group, Column & Bracing, which contains the surfaces Cone,
Cylinder, Cross Beam and Diagonal.
2. Clone the group Column & Bracing, name it Column & Bracing 2 and
move it 28.0m forward.
144
Tutorial 6
3. Move Column & Bracing 33.0m to starboard. Note that Column and Bracing
2 also moves, since it is a clone. (Refer to figure 6-3.)
Figure 6-3: Groups Column & Bracing and Column & Bracing 2 in Para View.
145
Tutorials
146
Tutorial 6
4. Create a group, Deck Quarter, containing the trimmed surface Deck and
the surface Deck Skirt.
Tutorials
Therefore, it is important that each object contained in the group defines a single,
enclosed volume. Further, the "side" of the part will be determined by the group: If
the Stbd + Port check box for the group is turned on, then the part will be a centreline part, otherwise it will be a starboard part.
Consequently, we need to construct a different model in which each object contained in the export group describes a single volume. We could construct half of
the model and have it mirrored across the centreline, but then we would not have
access to the individual pontoons or columns in case we wished to fit tanks inside
them. Instead, we will model each volume separately: our model will consist of
separate components that describe:
148
Tutorial 6
149
Tutorials
4. Create a clone, Cross Beam 3, of Cross Beam 2 and move it 28.0m
forward.
5. Create a clone, Cross Beam 4, of Cross Beam 3 and move it 28.0m
forward.
To create the diagonal components:
1. Create a clone, Diagonal 1.S, of the surface Diagonal and move it 33.0m to
starboard. Move it's base point to T = 0.
2. Create a clone, Diagonal 2.S, of the group Diagonal 1.S and move it 28.0m
forward.
3. Create a clone, Diagonal 3.S, of the group Diagonal 2.S and move it 28.0m
forward.
4. Create a clone, Diagonal 4.S, of the group Diagonal 3.S and move it 28.0m
forward.
5. Create a clone, Diagonal 1.P, of Diagonal 1.S and flip it to the other side of
the centerline.
6. Create a clone, Diagonal 2.P, of Diagonal 2.S and flip it to the other side of
the centerline.
7. Create a clone, Diagonal 3.P, of Diagonal 3.S and flip it to the other side of
the centerline.
8. Create a clone, Diagonal 4.P, of Diagonal 4.S and flip it to the other side of
the centerline.
To create the export group:
1. Create a group, Autohydro, which contains all the groups/clones you have
formed in this section except for Pontoon Half 2. Do not check the Stbd +
Port checkbox.
150
Tutorial 6
2. With the group Autohydro selected, click the File - Export - Autohydro
menu option.
3. In the Export Autohydro file dialogue, give a name and indicate a directory
to store the file in and click OK.
4. At the prompt "User Defined Sections?", click No.
5. At the prompt "Name for GF1 part", click OK.
6. Start Modelmaker, load the file just written and experiment with the
various views.
Note: You may notice that some of the components are not defined
with many sections. This is because you answered No to the prompt
"User Defined Sections". To improve the definition, in Autoship open
the Contours dialogue and set up a series of stations that provides
coverage over the entire length of the pontoons (~3m interval) while
being more dense around the columns, cross beams and diagonals
and at the ends of the pontoons (~.3m interval).
6.9 Summary
This finishes tutorial 6 - the last of the tutorials. You have now explored many
of the important features of Autoship and have experimented with various
different methods of constructing a model. You have probably realized by
now that Autoship is a very powerful program and that there is a lot to learn.
As with many things, the only way to learn Autoship is to work with it, and
that will take time. One option to shorten the time is to take a training course.
The best option, however, is to experiment and seek help when things go
wrong. Good luck and have fun!
151
152
Auto3D Module
Appendix
Auto3D Module
Auto3D is a specialized module for working with Autoship DRA files created in the
Autoship DOS version, or Autoyacht (DOS), as well as Autoship for Windows. You
can perform the following functions:
Rendering
Plotter Output
CAD Output
153
Appendix
Running Auto3D
To run Auto3D, double-click the Auto3D button in the Autoship program group.
The main display appears:
154
Auto3D Module
Load File
Append File
Save DRA
CAD Out
155
Appendix
Print
Printer Setup
Plot
Plotter Setup
Bring up the Plotter Setup dialogue box for configuring Auto3D for your plotter.
Exit
Exit Auto3D.
156
Auto3D Module
To plot a view:
Before plotting a view, select File-Plotter Setup and ensure the configuration settings are correct for your plotter.
Then select File-Plot.
In the Plotter Preview dialogue box that appears, specify how the view is
drawn.
When all the settings are correct, click OK.
To export to a CAD program:
Select File-CAD Out.
In the CAD Exchange dialogue box that appears, select the type of
exchange and the destination to send the file to. If you just want a typical
lines plan of Body, Plan and Profile, use the 2D exchange, with a file for
each view, as it is the fastest and easiest method.
157
Appendix
Copy Wireframe
Copy the wire mesh view of the model into the clipboard, for use with graphics programs.
Copy Hide
Copy the wire mesh view into the clipboard, with the
hidden lines removed, for use with graphics programs.
Copy Render
Copy the rendered view of the model into the clipboard, for use with graphics programs.
158
Auto3D Module
Scale
Move Origin
Move the origin by a specified amount. (The numbers you specify are always added to the origin, so if
you want to move the model forward, you must type
in negative numbers.)
Compress
159
Appendix
Light Source
Hide
Render
160
Auto3D Module
Units
Page Margins
Font
Background
Colours to Show
161
Appendix
Switch Sides At
Spin Setup
Perspective View
Callibrate Print/Plot
162
Auto3D Module
The Side Icon Box contains tools for controlling the way your model appears and
for manipulating your model.
Zoom-In
No Zoom
Mirror
Perspective
Spin
1View
4Views
163
Appendix
Single View
Tilt
Rotate
Wires/Faces
164
Notes
165