Ms Modeler Training
Ms Modeler Training
Ms Modeler Training
Modeler
Contents
Contents ............................................................................................................................. 2
1 Maxsurf Help .................................................................................................................. 6
1.1 Opening the Manual .......................................................................................... 6
1.2 Finding a Topic.................................................................................................. 6
1.3 Other Resources................................................................................................. 6
2 Starting Maxsurf Modeler............................................................................................... 7
2.1 Opening a Design .............................................................................................. 8
2.1.1 Opening a Design - Concepts............................................................... 8
2.1.2 Opening a Design – Procedures - File | Open ...................................... 8
2.1.3 Opening a Design – Procedures - Double Click................................... 9
2.1.4 Opening a Design – Procedures – Drag and Drop ............................... 9
2.2 Closing a Maxsurf Design ............................................................................... 10
3 User Interface................................................................................................................ 11
3.1 Menus .............................................................................................................. 11
3.2 Toolbars ........................................................................................................... 12
3.3 Windows.......................................................................................................... 12
3.3.1 Maxsurf Windows .............................................................................. 12
3.3.2 3D Modelling in 4 View Windows .................................................... 12
3.4 Working in Different Windows Layouts ......................................................... 13
3.4.1 Window Layouts - Concepts .............................................................. 13
3.4.2 Windows Layout – Procedures........................................................... 14
3.5 Switching Between Windows.......................................................................... 16
3.5.1 Switching between windows – Concepts ........................................... 16
3.5.2 Switching between windows – Procedures ........................................ 16
3.6 Assembly Pane ................................................................................................ 18
3.7 Properties Pane ................................................................................................ 18
3.8 Working in the Perspective Window............................................................... 19
3.8.1 Working in the Perspective Window – Concepts............................... 19
3.8.2 Working in the Perspective Window – Procedures ............................ 20
3.8.3 Rotate ................................................................................................. 20
3.9 Displaying Contours ........................................................................................ 21
3.9.1 Displaying Contours – Concepts........................................................ 21
3.9.2 Displaying Contours – Procedures ..................................................... 21
3.10 Working in the Body Plan window ............................................................... 23
3.10.1 Working in the Body Plan Window – Concepts .............................. 23
3.10.2 Working in the Body Plan window – Procedures -
Introduction ................................................................................................. 24
3.10.3 Working in the Body Plan window – Procedures – Control
Box .............................................................................................................. 25
3.10.4 Working in the Body Plan window – Procedures – Half
Display ........................................................................................................ 26
3.11 Zoom, Shrink and Pan ................................................................................... 27
3.11.1 Zoom, Shrink and Pan – Concepts ................................................... 27
3.11.2 Zoom, Shrink and Pan – Procedures - Zooming .............................. 27
3.11.3 Zoom, Shrink and Pan – Procedures - Shrinking ............................. 29
3.11.4 Zoom, Shrink and Pan – Procedures - Panning................................ 29
3.11.5 Zoom, Shrink and Pan – Procedures – Home View......................... 30
3.12 Measuring Coordinates in Maxsurf ............................................................... 30
3.12.1 Measuring Coordinates in Maxsurf - Concepts................................ 30
3.12.2 Measuring Coordinates in Maxsurf – Procedures ............................ 31
3.13 Using the mouse in Maxsurf.......................................................................... 32
3.13.1 Right Mouse button .......................................................................... 32
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1 Maxsurf Help
Before you can start learning how to use the program, it is important that you
learn what to do when you want more information on using particular commands
or you need help with a particular feature. Every command in the Maxsurf
applications is thoroughly documented in the User Manual. This section of the
training manual describes how to open the manual and find what you are looking
for.
Note
In this Training Manual, a vertical bar ‘|’ will be used to separate
menu titles, sub-menu titles and commands in specifying the
location of a command from a menu. For example, Help | Maxsurf
Help indicates that Maxsurf Help can be accessed from the Help
Menu.
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A Maxsurf Modeler file has a .msd file extension and can be recognised by the
file icon. As in most Microsoft Windows applications, you can open files in
different ways. For example, you can open files by double clicking on them or
by using a File | Open menu. Let’s have a look at the different ways you can
open a file in Maxsurf.
2.1.2 Opening a Design – Procedures - File | Open
File | Open
Probably one of the most conventional ways to open a file is by:
Start the Maxsurf application
Click File | Open Design
Navigate to the Maxsurf program file directory.
This is C:\Program Files\Bentley\Engineering\Maxsurf 18 V8i, unless you have
specified it differently.
Open the Sample Designs folder
Note
All Maxsurf applications have the ability to open different sets of
data. For example in Maxsurf you can load Markers or surface
models. The type of data that can be opened is determined by the
Window that you have currently got “active” or “frontmost”. You
will learn about the different Maxsurf Windows later.
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You can access this from File | Load Sections Library menu.
The Maxsurf Structure Library is only used in case you wish to allocate material
properties (eg. material and thickness) to a surface in Maxsurf Modeler and will
not be needed during the Maxsurf Modeler training.
2.1.4 Opening a Design – Procedures – Drag and Drop
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Now drag and drop the file into any of the View windows in
Maxsurf:
Dragging and dropping the file from Windows explorer window into one of Maxsurf’s View windows.
Selecting yes will save the changes and close the model.
Selecting no will not save your changes and close the design. You will lose
all changes since the last save.
Selecting cancel will cancel the close design command and allow you to
continue working.
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3 User Interface
In this training manual it is assumed that the user has a reasonable familiarity
with working in applications on any Microsoft Windows® operating system.
Some Maxsurf specifics to the User Interface are described below. It is a good
idea to read this section before you start modelling, as it will give you a good
understanding of the architecture of the application which helps you find
commands faster and operate the program more efficiently.
The User Interface can be defined as the aggregate of tools available that
allow you to work with the application. Some of these tools can be used for
viewing while others allow you to control or manipulate the object being viewed.
The Maxsurf User Interface can be divided up into three main groups:
Menus
Toolbars
Windows
3.1 Menus
Unlike some other CAD applications Maxsurf does not have a command line.
This has the advantage that you don’t have to memorise different commands and
everything can be done using the commands in the menus.
To enable faster access to the menu commands Maxsurf has two other options:
1. Toolbars. The most common commands can also be accessed through
toolbars.
2. Additionally, Maxsurf has several object based right click commands.
This means that after selecting an object and using the right mouse
button, Maxsurf displays the most commonly used commands on the
selected object. For example, when you select an edge of a surface and
right click on it, you can access the Surface Properties or perform a
trimming operation on the surface.
These are just other (usually more efficient) ways to get to a corresponding menu
command.
The menus and toolbars in Maxsurf operate in the same way as most Microsoft
applications and will not be explained any further. At this stage it is not required
to know all the menu commands as we will cover most of them as we go along in
this training manual, but for the interested reader the function of each Menu
command is explained in detail in the Menus section of the Reference Chapter of
the Maxsurf manual.
Menu Description
File Working with the file
Edit Copy & Paste and other editing commands
View Lets you set how you want something displayed. Often
confused with the Display menu.
Markers All commands to do with Markers
Controls All commands to do with Control Points
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3.2 Toolbars
The toolbars contain toolbar buttons that activate menu commands. Only the
most commonly used menu commands are on the default toolbars. Maxsurf
allows you to create you own toolbars and toolbar buttons. This is not covered in
the Maxsurf Modeler training manual. For the interested reader: information on
this can be found in the Customising Toolbars section in the Maxsurf Reference
chapter.
3.3 Windows
3.3.1 Maxsurf Windows
Maxsurf Modeler consists of a total of 12 windows. Each window has its own
functionality and usefulness depending on the task that you want to perform.
You will rarely need all 12 windows at the same time. For example: when you
are working with Offsets or when you are modelling, there is little need for the
Calculations window. The Calculations window can then be minimised or closed
to optimise available screen space.
Maxsurf consists of four view windows. For each 2D view direction, Maxsurf
has one window:
View direction View Window
Looking from the stern to the bow Body Plan Window
Looking from the Starboard side Profile Window
Looking from below* Plan Window
* This may appear odd, but this way the user can model above the centreline in Plan view. Research
has shown that a naval architect can interpret the shape of a vessel in plan view better when it is
drawn above the centreline.
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Profile Window
Plan Window
Finally Maxsurf has a 3D viewing window that allows you to view the model in
3D, rotate it and render it. This is called the Perspective Window.
Perspective Window
Most computers use a 1024 x 768 resolution monitor which means that there
is limited space available and you continuously have to find a compromise
between the number of windows you have open and the size of the windows:
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Only one window open (Body plan), but now you can’t see the effect of a
modification to the shape of the design in the Profile, Plan or Perspective window.
- When modelling, close all windows except for the view windows.
In the following steps you will learn how to setup your windows layout in
Maxsurf so that you have just the 4 view windows open.
Start Maxsurf while holding down the Shift key
Select “yes” to clear all preferences
This will start Maxsurf with the default windows settings:
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Now close all windows except for Body Plan, Profile, Plan and
Perspective
Notice how the closed windows are all stacked at the bottom of the Maxsurf
application window:
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You can re-open any of the closed windows by simply selecting the window
from the Window menu and the selected window will restore to its original
position and size before it was closed.
You may click within any window to make it the active window. If you have
several windows open, you can recognise the active window by the brighter
colour of the title bar. A window may also be brought to the top by selecting its
name from the Windows menu.
3.5.2 Switching between windows – Procedures
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This will maximise the Perspective window inside the Maxsurf application
window:
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Note: When a particular window is maximised, the program’s title bar reflects
which window is being displayed:
Now select Window | Profile
This switched to the Profile window. Notice how the Window toolbar has
updated from:
Now Click on the Restore window button in the top right of the
Maxsurf application window;
This restored the Profile window to its previous size and location.
Tip:
You can also switch between the design view windows by using the
Window toolbar: .
First read about the different modes of operation for the Assembly Pane in the
Assembly Window section of the Maxsurf manual.
Again, as you get more experienced using Maxsurf you will develop your own
personal preference with regards to using the Assembly Pane. The experience is
that having the assembly tree docked on either the right or left side of your
screen provides quick access to right click commands and speeds up your work.
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Regular docking and floating options for properties pane same as for the Assembly Pane.
When you drag the Properties Pane on top of the docked Assembly Pane, you
will see the following:
Properties pane docking position:
1: Above Assembly pane
2: To the right of Assembly pane
3: Below Assembly pane
4: To the left of Assembly pane
5: To the left of Assembly pane as a
separate pane
6: Underneath the Assembly pane into
a tabbed pane.
Properties pane docking in the same area as the Assembly pane has different options.
We will now explore two viewing options unique to the Perspective window –
rendering and rotation.
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Render
Clickwithin the Perspective window to make it active or use the
Windows menu or toolbar.
To get a realistic 3-D representation of the model as a solid body, you can render
the surface.
Go to Display | Render and ensure that the dialog box appears as
below before clicking OK:
The model rendered in Perspective window with all four light sources switched on.
Note
Rendering only works in the Perspective window. The Display |
Render as well as the Render toolbar are disabled when the
Perspective window is not active.
3.8.3 Rotate
The Rotate function lets you freely rotate a design in the perspective window.
Select View | Rotate or use the toolbar button from the View
toolbar
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The sections define the intersections between the surface and numerous
transverse planes through the model.
Though the sections would appear as vertical lines on the screen in both the
profile and plan windows, since these lines would bear no information about the
shape of the sections, they are not displayed.
Inthe Contours dialog box, uncheck sections but tick the buttocks
box
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The waterlines define the intersections between the surface and numerous
horizontal longitudinal planes through the model. For the same reasons as above,
they do not appear in the Profile or Body Plan windows.
In the Contours dialog box, check Sections, Buttocks and Waterlines
Switch to Perspective view
The body plan window displays the transverse sections as seen from aft of the
model. Starboard is on the right of the centreline. Working in the Body Plan
view window is different to working in Plan or Profile because in Body Plan you
are looking down the length of the vessel which can appear quite messy. In Plan
or Profile you are looking from the bottom or starboard respectively and this
usually does not look quite as confusing:
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In the image below, 22 sections are displayed in one 2D window. Even though
the eye of the naval architect is trained in interpreting images like this and
translate this into a 3D shape, it can sometimes be difficult to establish the
longitudinal position of a particular section along the length of the hull. This is
why the Body Plan window has an extra feature built in: the Control Box. This
powerful tool allows you to select the station you would like to display or the
column of control points you wish to modify. This enables you to do some useful
modelling in the Body Plan window and manipulate the shape by working one
section at a time. In the procedures below we’ll have a closer look at this control
box.
Tip: As with most Windows in Maxsurf, but especially in the Body Plan view, it
is important to make sure you display only the data that you need using the
Contour display dialog or toolbar buttons.
3.10.2 Working in the Body Plan window – Procedures - Introduction
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The control box is a miniature view of the plan shape of all currently visible
surfaces – in this case just the one surface modelling the trawler’s hull.
At the top of the control box several short vertical lines are drawn. These are the
section or station indicators; there is one indicator for each of the sections
specified in the Grid Spacing dialog.
Click in the control box near the stern of the ship:
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The current section marker line shows which section is currently displayed.
When a point in the control box is clicked, the nearest section will be selected.
Notice how in the Body Plan window the current section has changed:
After clicking in the control box, you can use the arrow keys on your keyboard
to scroll through the sections. The right arrow displays the next station forward
and the left arrow displays the next station aft.
Useyour keyboard keys to scroll through the sections of the trawler
model
3.10.4 Working in the Body Plan window – Procedures – Half Display
Half Display
When working in Body plan you will usually toggle the section display on/off to
visualise the effect of a change to one section on the 3D shape. When all sections
are displayed simultaneously, the display can be a bit messy. The Half display
can then help to clean the display up.
Control box with all sections displayed and half hull display off
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Control box with all sections displayed and half hull display on
When Half hull display is switched on, Maxsurf automatically determines which
sections will be displayed on the right and which on the left of the centreline.
There is a way for the user to overrule this default split location on a surface-by-
surface base. This is not covered in the Maxsurf Modeler training manual.
Note:
When the cursor is within the control box the horizontal cursor
coordinate at the bottom of the Body Plan window refers to the
cursor’s longitudinal position within the control box.
For the control box to work correctly it is important that the Frame
of Reference is setup correctly. You will learn about this later; just
remember this at this stage.
In all Maxsurf view windows you can zoom, shrink and pan to manipulate the
way that the model is displayed. Additionally Maxsurf lets you set a Home view
that remembers a particular zoom & position of the model on the screen.
3.11.2 Zoom, Shrink and Pan – Procedures - Zooming
Zoom
The Zoom function allows you to work on any part of your design by enlarging a
particular area to fill the screen.
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There is a limit on how far you can zoom; you will find that after continual
zooming the image will not enlarge any further.
Note:
If, before releasing the mouse button, you decide that you do not
wish to use Zoom, or that you wish to change the starting position
of the zoom rectangle, simply return the cursor to within a few
pixels of the starting position, release the mouse button, and the
cross hairs will reappear.
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Shrinking
Choosing Shrink will reduce the size of the displayed image in an active drawing
window by a factor of two.
Tip: You can also use the shortcut key Ctrl + R or the toolbar button.
Shrink the image until the entire profile is contained within the
Profile window
Panning
Choosing Pan allows you to move the image around within a drawing window.
To Pan an image:
Select Pan from the View menu.
Click anywhere within the window and drag the drawing to a new
position,
The image will move with the cursor until the mouse button is released.
Tip: you can also use the toolbar button or hold down the scroll wheel of
your mouse to Pan.
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Home View
When you select Home View a zoomed or panned image is returned to a
particular state. This state may be set at any time for any combination of
zooming and panning by selecting Set Home View from the View menu.
In Profile view, zoom in on the bulbous bow again
Select View | Set Home View
Now Zoom out a couple of times
Select View | Home or use the toolbar button
Notice how the display returns to the Home view as you specified it earlier.
Note:
Maxsurf starts up with default Home View settings, which are based
on the Home Views in use the last time the program was operated.
Maxsurf has defined its views to be consistent with Naval Architecture standards
throughout all view windows.
In the case of the sample trawler, the origin of the coordinate system at the
forward-most point on the model’s waterplane, as illustrated by the symbol in
the profile view of the trawler:
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In the design view windows, other than the perspective view, Maxsurf displays a
number of co-ordinates and measurements in the bottom-left corner of the
windows.
3.12.2 Measuring Coordinates in Maxsurf – Procedures
To ensure that coordinates are interpreted correctly, the units must be set as
desired.
Select Units from the Data menu and select Metres for Dimension
Units.
Inthe Profile window, left-click the aft intersection of the datum
waterline and the surface’s edge. (Point A)
Now move the cursor towards the bow and hover at point B. As you
do so, watch the coordinates change in the coordinate bar in the
bottom of the Profile window.
1. The horizontal coordinate in metres of the cursor’s tip (Point B relative to the
origin). The horizontal axis is relative to the screen, e.g. here the horizontal
axis runs longitudinally but in the body plan view the horizontal axis runs
transversely.
2. The vertical coordinate in metres of the cursor’s tip (Point B relative to the
origin).
3. The counter-clockwise angle in degrees between a line connecting the
cursor’s tip (B) and the clicked point (A) and a line running right from the
clicked point (in this case the waterline to the right of point A). If no point
has been clicked, the angle is relative to the origin.
4. The relative distance in metres between A and the cursor’s tip B. If no point
has been clicked, the distance is relative to the origin.
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Maxsurf supports several right click mouse actions. Right clicking on selected
objects brings up a so called “right click menu” that lists the most commonly
used commands applicable to that object. For example after right clicking on a
surface in the Assembly Pane can give you quick access to the Surface
Properties:
You can use the mouse wheel to easily zoom into and out of a design. You can
use this feature if you have a mouse with a ‘wheel’ in the centre of the mouse,
i.e. Microsoft Intellimouse or Logitech Wheelmouse.
Rolling the wheel forward zooms in and rolling it backwards zooms out. When
zooming in with the mouse wheel, the zooming will be centred on the centre of
the drawing window. To zoom in on a particular area, View | Zoom or Ctrl + E
must be used.
Changes can be Undone from the Edit menu. An action that has been Undone
can be redone from the Edit menu as well. In the image below you have the
option to redo the deletion of the surface, or undo the most recent control point
move.
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Each time a change is made Maxsurf stores a copy of the file into the RAM
memory of your computer. The number of Undo levels that Maxsurf stores is set
in the Edit | Preferences.
Tip
The fastest way to Undo and Redo is by using the Ctrl + Z and Ctrl
+ Y shortcut keys respectively.
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4 NURB Surfaces
Before you can start to create your first model it is important to understand the
basic principles of surface modelling in Maxsurf. Understanding the basic
principles behind NURB surfaces will improve the quality of your Maxsurf
models and your ability to produce them significantly.
A Perspex batten is used to draw a spline. Its stiffness determines how much curvature can be
drawn.
In Maxsurf there are a number of stiffness levels or “orders” for both the
longitudinal and transverse directions of the surface:
Linear Order 2
Flexible Order 3
…. …..
Stiff Order 10
The order reflects the number of coefficients used in the polynomial that
describes the spline’s shape. For example: the order 2 polynomial “ y a x b
” uses 2 coefficients ‘a’ and ‘b’ and describes a straight line (read: linear curve).
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When using NURB surfaces, flexible surfaces are useful for modelling knuckles
(a region on a surface with sudden or very high change in curvature) and
discontinuities.
4.1.2 Surface Stiffness – Procedures – 2D Curve
2D Curve
In the section on Basic Fairing we will discuss stiffness further, but first let’s
have a look at the effects of stiffness on a curve:
Maximise the Profile window
Open SurfaceStiffness2D_start.msd
C:\Program Files\Bentley\Engineering\Maxsurf 18 V8i\Training
Samples
The model consists of a single chain (or “row”) of control points that produces a
spline that lies in a single plane (you can see this in the Plan and Body Plan
windows). Thus the model is best viewed in the Profile window. The ‘curve’
produced is simply a jagged line connecting the control points.
In the Assembly pane on the left, right click the surface 2D Curve
and open the Properties dialog. (If the assembly plane is not visible,
go to View | Assembly).
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Note:
Maxsurf will make sure the stiffness of the surface cannot be greater
than the number on control points in that direction; i.e. if you have
an order 6 surface and you reduce the number of columns from 6 to
5, Maxsurf automatically reduces the surface stiffness from 6 to 5.
3D Surface
To extend the concept of surface stiffness from a curve to a surface,
Open SurfaceStiffness3D.msd.
To best view the effect of changing the stiffness of the surface,
Maximise the perspective window.
Set pitch to 0, yaw to 60 and roll to –60.
Goto Display | Net and select Show Net to view all control points
and the net.
Go to Display | Contours and turn on sections and buttocks.
The surface stiffness is initially set to 2 (linear) in both directions. Notice that the
sections and buttocks follow the shape of the control point net perfectly.
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In the previous sections you have learnt that NURB surfaces consist of control
points and certain stiffness properties. In this section you will learn about what
Maxsurf does with this surface information in order to display the shape of the
surface.
Based on these three ingredients, Maxsurf can calculate the shape of the surface
at any given point on the surface. For example, Maxsurf can calculate the
position halfway along one of the edges, or at any random location inside the
surface. This way Maxsurf can theoretically turn a NURB surface into a point-
mesh with infinite density. However, this calculation would take an infinite
amount of time and saving this mesh to a file would result in a file of infinite
size. Alternatively, Maxsurf can divide the surface up into a mesh with a specific
number of segments along each edge (for example 16 segments). This would
result in 16 x 16 = 256 mesh points which can be used to display the shape of the
surface or exported into a data file. This mesh is called the “Parametric Mesh”.
The number of segments in this Parametric Mesh is determined by the Surface
Precision.
Below you will look at the shape of the trawler sample design at different
precisions:
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Highest precision starts with 64 segments and inserts more where it needs to for greatest accuracy.
It is beyond the scope of the Maxsurf Modeler training to go into details any
further. All you need to remember is that the Precision setting does not change
the shape of the surface (shape is determined only by stiffness and control
points), but determines how many line segments are used to display the shape.
In the rest of the Maxsurf Modeler training you will only work at the default
precision (medium).
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5 Designing in Maxsurf
Which of these options is most cost efficient is difficult to predict and dependent
on:
If the model is intended only for analysis purposes, then hull shape can be
created as a TriMesh Surface. A TriMesh surface is a linear surface made up of
triangular facets. It is not a NURB surface, it does not have control points, and it
cannot be trimmed with NURB surfaces.
The TriMesh surface is not designed to be smooth – it follows the input data
points exactly and is linear between the data points. The Markers should provide
sufficient detail for the purpose to which the model is going to be put such as, for
example, hydrostatic and/or seakeeping analysis in Maxsurf Stability, Resistance
and Motions.
Note that the dimensions and the design category (eg leisure vs. commercial etc)
are not in the above list. A sailing boat hull shape may offer a good starting point
for a frigate for example. Maxsurf offers a range of tools to quickly resize
surfaces. In Maxsurf Advanced there are even tools to change design coefficients
such as LCB, Cb and Cm etc. Let’s first get an idea of what is involved in
starting a Maxsurf design from scratch.
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When you start a design from scratch, you literally start with a blank piece
of paper. Earlier in this training manual the use of Maxsurf was compared with a
creative process like painting. Imagine that a painter wants to paint a portrait of a
person in front of a backdrop of trees and mountains. How and where should the
painter start painting? He can choose many different ways and each painter will
chose differently. This is very similar in Maxsurf: the designer has a vision of a
design and a blank piece of paper (or 3D space). His creativity as well as a good
knowledge of the tools available to him will enable him to achieve his vision
step-by-step. The order in which he does things and the tools he uses along the
way are not pre-defined and can not be learnt from a book. This section of the
training manual teaches you one particular way of starting a design from scratch
and teaches you the use of several design tools along the way. This will help you
achieve your vision of a design in your own creative way.
Before you can start modelling it is a good idea to create the environment in
which the design will be created. Compare this to choosing the size and materials
of a canvass in the case of the painter if you like.
5.5.2 Starting a Design – Procedures – New Design
New design
If you have an existing design open, first close it:
From the File menu select File | Close Design
This will give you a blank workspace without any surfaces. In the following
series of tutorials you will model a single surface monohull with a round-bilge
hull form:
Adding a Surface
The first thing to do is add a surface, so that you can then manipulate this into
the required shape.
From the Surfaces menu select Surfaces | Add Surface | Default
The “default” surface is a good starting point for most designs.
The diagram below is similar to what should be shown on your screen (Note that
the display may vary due to the display settings you are using):
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Before you start modelling, you should set up the units and overall dimensions
for your design.
5.5.4 Starting a Design – Procedures - Units
Units
Select the units you would like to use
From the Data Menu select Units
Complete the dialog box as follows:
Note that the units you have selected are saved as Maxsurf preferences and are
not stored with the design.
5.5.5 Starting a Design – Procedures – Sizing Surfaces
Sizing Surfaces
Now we can make the surface approximately the correct size for the design.
Select Surface | Size Surfaces
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This dialog may be used to resize one or a selection of surfaces in the design.
Place a tick next to the surfaces you wish to resize
Enter the values as in the dialog image above.
5.5.6 Starting a Design – Procedures – Saving
Maxsurf only allows you to save your surface model when you have one of the
View Windows (i.e. Body plan, Profile, Plan or Perspective) frontmost or
“active”. All Maxsurf applications work this way. You can see how this works
by:
Switching to the Control Points window
Going to the File menu
Notice how the “Save Design” has changed into “Save Control Points”
Switch back the Body Plan window
5.5.7 Starting a Design – Procedures – Adding Control Point Rows
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Tip:
Always try and use the minimum number of control points to
achieve the desired surface shape. You will learn why this is in the
section on Basic Fairing.
The number and position of the control point rows affects the surface’s shape in
Body Plan view. Adding control point rows will give you more control over the
section shape.
Note:
You can add and delete control point rows only in the Body Plan
window.
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Notice that the row is inserted into all the columns. Maxsurf will interpolate the
insertion point in the other columns based on the position where you inserted the
row into the current column.
Remember to save your design regularly
5.5.8 Starting a Design – Procedures – Adding Control Point Columns
Note:
You can add and delete control point columns in Plan and Profile
window.
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Feel free to practise adding and deleting rows and columns. It may be a good
idea to save your design first.
After you have setup your surface to be roughly the right size and inserted the
number of rows and columns that you expect you will need to achieve the
required shape, there are a few things you have to do before you can start
manipulating the shape of the surface.
Note that the order in which things are done in this tutorial is not a set sequence
of steps and you are free to do whatever you like at any point during the design
process. The sequence in this tutorial ensures that you have for example your
surfaces roughly the right size before you setup your grid so that you only have
to do that once.
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The dialog shows a profile view of the vessel with the zero point ‘+’ and the
Frame of Reference (forward and after perpendiculars, midships, baseline and
design waterline). The dialog radio buttons, edit boxes and buttons are arranged
in two groups: The first defines the longitudinal data for the frame of reference
and the zero point and the second group defines the vertical. It must be
remembered that all measurements shown are with respect to the “current” zero
point: that is the zero point that was in effect when the dialog was opened.
First set the longitudinal position of the new proposed zero point, under the
longitudinal datum:
Tick the <Other> radio button
Press the <Aft extent> button
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This moves the longitudinal position of the new proposed zero point to the aft
extent of the hull.
Now set the vertical position of the zero point, under the vertical datum:
Tick the <Baseline> radio button
Press the <Find base> button
This moves the vertical position of the zero point to the base line and then finds
the baseline for the hull.
You will notice that in the Frame of Reference dialogue box the current zero
point is drawn as well as the new proposed zero point. The new proposed zero
point is drawn in a pastel shade of the current zero point.
Now set the location of the datum waterline. Note that this is relative to the
current zero point. In the datum waterline box
Type in <-5m >
This sets the datum waterline to a vertical distance of -5meters from the current
zero point (+3m from the new proposed zero point)
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Now to set the longitudinal locations of the forward and aft perpendiculars:
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Insert a Grid
Before you can start modelling, you need some way to visualise the surface
shape while you are modelling. At this stage of design it is therefore necessary to
create a grid of sections, waterlines, buttocks and maybe also diagonals. These
contours may then be displayed on the design while modelling.
Go to Data | Design Grid
You’ll see the following dialog appear:
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The Space dialog allows you to Space any number of selected sections over any
distance you specify. In the Maxsurf Intermediate training we will look at some
more advanced use of this dialog, but for now:
Space the Sections Evenly along the Length of the model and click
OK
Notice how all Sections are evenly spaced from 0 to 40 m:
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You can now also Toggle the Grid display on/off from the Display | Grid menu
or using the toolbar button. Note that this adds a lot of additional lines to the
display, especially in Perspective view, and may confuse you. Remember that
efficient modelling is all about displaying the least amount of information
necessary.
Remember to save your model
Save your design as MyFirstDesign_Preparation.msd
You now have a basic surface with a Zero Point, Frame of Reference and a grid.
The surface is approximately the correct length.
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After you have set up a surface with approximately the right size, stiffness
and number of control points and have also defined a grid, zero point and Frame
of Reference, you can start shaping the design. Again you can do this in any
random order you like, but from the author’s experience there is a particular
sequence that works very well and it is recommended to follow this for now. The
most efficient way to manipulate the shape of this surface is by working your
way through the three types of control points from top to bottom:
Corner control points
Edge control points
Internal control points*
* If the difference between corner, edge and internal control points is not clear, read Chapter 2 of
the Maxsurf Modeler manual.
Following this order will prevent you from making unnecessary adjustments to
internal control points and reduce the number of iterations you will have to do to
achieve the desired hullshape.
Just to recap on the previous section in this training where we explored the User
Interface, here are some tips and tricks that are worthwhile remembering when
manipulating the shape of a design:
1. An adjustment to the shape in a 2D window influences the 3D shape and
thus in the other 2D windows and Perspective window.
2. Alternate between different view windows regularly when modelling
3. When starting a new model, make big changes first whilst alternating
between view windows and then slowly refine towards to required
shape. Don’t try to do it all at once in just one view window.
4. Arranging your view windows can improve your productivity. For
example: you can show all four view windows at the same time and see
how a change made in one window effect the hullshape in the other
windows.
5.7.2 Modelling Corners and Edges – Procedures – Corner Control Points
Note:
The location of the corner control point is the exact location of the
surface.
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For a design that consists of only one surface, the location of the four corner
control points are more or less determined by the design’s Length, Beam and
Depth parameters as in the following table.
Corner Position
control Height Offset Longitudinal position
point
1 Top of bow Centreline Fwd extremity
2 Top of Beam at Transom aft position
transom transom
3 Lower Centreline Transom aft position
transom
4* ? Centreline ?
* Corner control point number 4 is always very difficult to position.
Enter the following coordinates for the four corner control points by
double clicking on each of them.
Perspective is probably the best window to select the corner control points.
Corner Position from zero point
control Height Offset Longitudinal
point position
1 9 0 42
2 7.5 4 0
3 0.5 0 0
4 0.5 0 39
When you look at your surface now in the different view windows, it looks
pretty messy. Don’t worry about this at the moment and more importantly: don’t
try to fix it by starting to randomly drag control points around. Trust on the fact
that the order of modelling: Corner control points Edge control points
Internal control points will sort it all out for you. Let’s continue modelling by
manipulating the edge shapes.
Save your design MyFirstDesign_CornersEdges.msd
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Tip:
Try not spending too much time on achieving the exact control
point positions at this stage. Modelling is an iterative process where
you increase the accuracy of the control points’ positions as the
design progresses.
You can see that the surface edge contour does not go through the
position of the edge control point. This means that typing in the
numerical values of the edges is not very useful. Remember to
imagine the surface being connected to the control points via little
springs or rubber bands.
Switch to Plan View, switch waterlines off , Half off, Hide Net.
In Plan view you shape the deck edge. You will see that your design
currently looks something like this:
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In the control properties dialog all properties that the selected control
points have in common are displayed. In this case the selected control
points do not share the same row number, longitudinal position, offset or
height, but do all have a weight factor of 1.000 and are all in column 4 on
the Hull surface.
Switch to Perspective view to check your work so far:
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Note:
When you are shaping your edges, do not:
- touch your corner control points anymore
- display your internal control points by showing the Net.
Switch to Body Plan View, Hide Net, Sections off, Half on.
What you are looking at now is called the active column. When the Net is
hidden in Body Plan view, the only control points you’ll see in Body Plan
view are the “active column” control points. Active column control points
are the control points on the column that is associated with the control
point that you selected last.
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In Body Plan you’ll see this column is now the active column and the deck edge
control point is selected:
The control box shows that there are 5 columns on this surface
of which the 3rd is the active column.
You can also switch active columns by clicking on the column indicators. When
you do that, Maxsurf also displays the Section that is closest to the active
column. This enables you to model on one column and its nearest section at a
time.
Click on Column indicator #1 in the Control box in body plan view.
What you are looking at now is the Transom edge on the left and the transom
edge control points on the right.
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Drag the control points on the aft most edge so that it looks like this
(do not move the corner control points):
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Now double click on the adjacent edge control point of the transom
and set the height to 0.5 m as well:
You have now completed positioning the corner control points and modelling the
edge shapes.
Save your design as MyFirstDesign_CornersEdges.msd
After having positioned your corner control points and shaped your edges, it is
now time to shape the internal surface. It is at this stage important to force
yourself not to make any more changes to any control point that is either a corner
control point or located on an edge. If you think back about the analogy with the
painter painting the portrait, you are now probably at the stage where you have
positioned the object (the person) on the canvas with the right size and
proportions and sketched the outlines or contours. From here the painter can fill
in the rest of the portrait in any order and again each painter will have his
personal preferences.
You can chose to change the position of the internal control points using any
random window in any random order, but from the author’s experience a good
efficiency can be achieved using the Windows in this order:
1. Body Plan
2. Plan or Profile
3. Perspective
Also don’t forget that modelling in 3D is an iterative cycle and you will cycle
through steps 1 2 3 1... several times before achieving a reasonable
result.
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Usually after you have not shown the internal control points for a while and
made all sorts of changes to the edges and corner control points, the internal
control point net can be quite messy. In this case it is actually not too bad as can
be seen in the image above. There is a command available in Maxsurf that cleans
up messy internal control point net by distributing the internal rows and columns
evenly between the edge rows and columns in 3D. This usually provides a good
starting point for further refinement.
Use the Smooth Interior Controls command from the Markers menu
Body Plan
There are a couple of things you have to learn before we can model the internal
surface in Body plan view.
Lesson 1: From this moment onwards you should no longer modify the
corner or edge control points; you have already shaped these points in the
previous stages. Note that all of the points in the aft most and forward most
columns are either edge or corner control points so do not touch those!
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Lesson 2: Because the edge control points are fixed, the internal control points a,
b and c can – in general – only be located in the green area unless you want a
“tunnel bottom” (area 2) or tumblehome (area 1). Having said that, as you get
more experienced you will see that areas 1 and 2 sometimes have to be used to
create specific shapes, but for now it is recommended to only use the green area
in the middle.
Tips:
o In general: Always try to minimise the amount of data (Contour lines,
Markers, Control points etc.) displayed on your screen.
o When you are working in body plan view it is easiest to work at one
column at a time. It is important however to realise that the 3D shape of the
vessel results from all columns and rows being fair in 3D. This means that
even though a section might look fair in 2D Body Plan view, this does not
necessarily mean it is fair in 3D. When working in a 2D window, always try
to think about the 3D shape surrounding the area of the 2D section you are
working on.
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Boats usually don’t get built with zigzags in the hullshape, so try to avoid these
zigzags in the control point net as well:
Continue to make adjustments where necessary. Your aim should be to make all
control points rows and columns “flow” in smooth lines, remembering that a
smooth control point net results in a smooth surface.
Perspective view
By rotating the model whilst showing the Net, all irregularities in the control
point net become visible.
The perspective window can also be used to find and select a control point that is
difficult to select in one of the 2D view windows because it is hidden by other
control points. In Perspective view you can rotate the model and find and select
the control point you need. A selected control point in any view window in
Maxsurf will also be selected in the other windows. For example:
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Don’t spend too much time on the internal control points at this stage. When you
are done with the model you can lock the surface from Surfaces | Locking:
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As mentioned earlier in this training manual, there are different options to start a
new design and you can – as an alternative to starting completely from scratch –
start a new design by changing an existing design from the Maxsurf Sample
Designs library. With an extensive collection of designs from small yachts to
container ships, you are likely to find an existing design that you can modify to
produce the design you have in mind.
Let’s first have a look at a few of the sample designs that get installed with
Maxsurf before we continue and look at some tools to make modifications to an
existing design.
The following items in this folder are worth mentioning at this stage:
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1. Automation Samples are for the advanced users only and contain for
example sample spreadsheets with Macros that drive Maxsurf or other
applications of the Maxsurf suite from the spreadsheet.
2. Reference Designs are designs that have been used to benchmark some
of our analysis software like Maxsurf Motions.
3. Sample Designs contains a library of different samples. We will have a
closer look at this folder below.
4. Sample Modelling Features folder contains parts of a ship that have been
modelled a specific way; for example a propeller or the stern of a ship.
5. Training Samples folder contains all samples that are used in training
documents.
6. A long list of files containing the manuals, applications, libraries,
supporting DLLs etc. Don’t ever change anything to this list unless you
know what you are doing!
Open the Sample Designs Directory
Depending on which Maxsurf applications you have installed you’ll see
something like this:
1. All samples in the Sample Designs directory have been sorted by ship
type.
2. This list consists of several sample designs; one for each application of
the Maxsurf suite.
Some examples:
Catamaran Ferry
Shows a complex surface topology specific
to catamarans.
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Patrol vessel
The hull of this model shows a good
distribution of control points and is faired
very nicely. The decks and keel trim the
hull.
Motor yacht
This model features numerous bonded as
well as trimmed surfaces. There is a video
on the website that shows the different
techniques used to model this vessel. This
video is only available to users of Maxsurf
with current subscription.
Fast yacht
This model uses numerous trimming
surfaces and consists of NACA keel (incl.
bulb) and rudder and has a cockpit and
coach roof. Good starting point for any
sailing yacht.
Container ship
This model shows a surface topology that
can be used for large ships such as
containerships with flat of sides, bowcone,
stern bulb and bulbous bow. Uses a
trimmed deck / sheer line.
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Let’s face it: most ships all look the same. This means that in most cases it is
possible to take an existing design and, for example by simply resizing it, get
reasonably close to a customer’s requirements. In Maxsurf, resizing and/or a
simple parametric transformation (eg increasing the displacement) can all be
done without touching control points. This means that if you for example have a
fair design that was built 30 m long with a displacement of 44 tonnes you can
have a 35 m ship with a displacement of for example 54 tonnes in a matter of
minutes. And even better: the fairness quality of the surface model will be
maintained during the modification.
5.11.2 Simple Modifications – Procedures - Resizing
Resizing
To modify an existing design, you will first need to unlock the relevant
surface(s) that you wish to make modifications to. We will return to the sample
trawler model as it is a simple single-surface model.
Close any currently open design by going to File | Close Design.
Select Open from the File menu.
Navigate to the Maxsurf program file directory (C:\Program
Files\Bentley\Engineering\Maxsurf 18 V8i\Sample Designs)
Open the design called Maxsurf Sample_Trawler.msd.
Display the Sections and the Grid
To modify the design in any way, the applicable surface(s) have to be unlocked.
If a surface is locked, its control points cannot be moved and are hidden.
Go to Surfaces | Locking
Remove the tick next to the Hull surface by clicking it with the left
mouse button.
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Note: you can also resize the surfaces using right clicking in the Assembly Pane.
Parametric Transformations
Please read the Using Parametric Transformations topic from the Manual (it is
only necessary to read up to the Parametric Transformations Restrictions
heading. Example exercises do not need to be performed).
Open your own MyFirstDesign.msd file.
Alternatively, you can open a copy of the file from the C:\Program
Files\Bentley\Engineering\Maxsurf 18 V8i\Training Samples directory.
Save the design as MyFirstDesign_transformed.msd
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Note:
‘Immersed depth’ is equivalent to the draft in the parametric
transformation dialog; ‘Lwl’ denotes waterline length and ‘Beam
wl’ the waterline beam (the maximum width of the waterplane).
Previously you have learnt that you can start a project by starting from
scratch or by using an existing design and modify this to match design
requirements. Generally, the naval architect is confronted with a variety of
projects with different combinations of input data and output requirements. For
example: a customer only provides paper drawings of a ship and needs to have
the stability booklet re-issued after a modification to one of the tanks. This
means that a Maxsurf model has to be created so that this can be used in Maxsurf
Stability for Hydrostatic analysis. Another example may be that the customer has
a DXF CAD drawing and wants to build a similar ship with minor modifications
to the sheerline. In this case a Maxsurf model has to be setup in such a way that
the surface model is useful in Maxsurf Structure to expand plates, define
stiffeners and frames and other primary construction parts. Both examples above
have different input data and require very different surface models to deliver
output that satisfies quality standards. Deciding the most cost effective way to
handle the examples above requires a fair amount of experience and is thus not
within the scope of this training manual. Extensive documentation on this topic
is available to users with current subscription.
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6 Basic fairing
In this tutorial you will learn some background information on surface fairing
and how several display and fairing tools in Maxsurf can be used to help you
obtain a fair design.
In Maxsurf, a B-spline surface can be seen as the rod and the control points as
the weights. (See Chapter 2 of the Maxsurf manual on the Basic Principles).
In this section of the training manual you will learn the different display tools
and also get a feel what makes a line/surface fair or unfair by manually removing
control points from a curve or adjusting their position. In the next section you
will then learn different tools and techniques that Maxsurf offers to assist you
improve fairness.
In this section we will look at some tools to display the curvature on curves and
surfaces. We will go through a number of steps displaying the curvature on a
curve and making simple modifications to the curve to improve the fairness.
In Maxsurf, go to the Profile view window
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You can see that the left side of the curve only contains a few control points,
while the right side has the control points much more densely spaced. A lot of
the control points on the right can be removed without changing the shape of the
curve while improving the fairness of the curve. But how do you actually judge
the fairness of this curve? This is where you need some display tools like
Curvature porcupines and compress.
6.3.2 Display Curvature – Procedures - Properties
Curvature Porcupines
The curvature on contours may be displayed in the form of porcupines.
Select the spline curve
Note: The value of the smallest radius (tightest bend) on a given curve is
displayed numerically at the end of the porcupine located at the corresponding
position on the curve.
You can also see that the curvature porcupines change sides from the upper to
the lower side of the curve. This means that the curvature direction changes from
positive to negative or visa versa. Changing of the curvature direction may be
classified as an inflection. There are a number of inflections in this curve:
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Space the control points in the area so that they are evenly
distributed by moving the middle control point as shown below.
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Now let’s use the compress curvature display tool to further improve the fairness
of this curve.
6.3.3 Display Curvature – Procedures - Compress
Compress
This expands the transverse and vertical axes in relation to the longitudinal axis
in the plan and profile views. This can be helpful when fairing long, slender
hulls.
InMaxsurf Profile window, open
BasicFairingSpline_EndCurvature.msd
Select Compress from the Display menu
We can now see that the fairness can be further improved by distributing the
amount of curvature along the length of the curve better so that we end up with
something like this:
Exercise: Try fairing the curve by using the compressed view to produce a
curvature distribution similar to the one above.
A few pointers:
Whatever you do, don’t touch the corner control points (1 and 9)!
Distributethe control points evenly long the curve, with a steadily
reduced space between the control points on the right side of the
curve
Move the control points up and down in small increments
Tip: you can use the arrow keys of your keyboard to move a control point up and
down 1 mm at a time.
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You can colour shade or render a surface to display the shape and curvature.
Maxsurf has different rendering types available. Each rendering type can be used
for different purposes.
See the Maxsurf manual section on Rendering a surface for more information on
the different rending options.
The other rendering options you will see in the Rendering dialog are not useful
to display the fairness of the surface and will not be discussed in the Learning
Maxsurf training manual.
6.4.2 Surface Rendering – Procedures
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Simple shading
Note that even though it provides you with good information about the 3D shape,
this is not very useful to evaluate the curvature or fairness of the design. Let’s try
the next rendering option.
Switch to Smooth Shading in the Rendering Selection dialog
You will now see something like this:
This is a lot more useful display to visualise the curvature. Use the slider bars
and/or free rotate buttons of the Perspective window to rotate the model and look
closely at the light reflecting off this surface. This gives you immediate feedback
if there are any lumps or inflections. We can do better though:
From the Surfaces | Surface Properties, change the colour of the
surface to gold by double clicking in the “appearance” square which
brings up the colour picker dialog.
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This is again a lot more useful to visualise any unfairness. The gold colour of the
surface reflects a lot more light than the black colour.
Again rotate the model in Perspective view so that you get something
like this:
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By rotating the model and switching lights on/off we have visualised an areas
with discontinuous curvature. Let’s have a look at the actual curvature of the
surface in this area now:
In the Rendering Selection dialog, select Longitudinal Curvature
As you may have read in the Maxsurf manual, the green areas have zero
curvature (read: run along a straight line in longitudinal direction) and – if the
surface normal has been setup correctly – the blue areas are positive curvature
(convex) and the red areas are negative (concave).
What you are looking for are the transitions between for example green and blue
or red. Where the colour changes rapidly, there is a rapid change in curvature
which usually means unfairness. Changes from blue into red without any green
in between are generally undesirable.
Rapid transition from Green into Blue A more blurry transition between
Blue and Green
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Notice that this does not show the same areas of green, blue and red. This is
because we are now looking ONLY at the curvature in the longitudinal direction.
What is clearly visible with this rendering on this model is the transition from the
flat of sides to the bilge radius. It is debatable whether – in this case – this is
unfairness or a feature of the design.
Exercise:
Switch rendering off by clicking on this toolbar button:
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2. all control points on a surface patch defined by two diagonally
opposite selected control points:
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In the procedures below you will learn how this command can be used for
specific purposes as well as its side effects.
6.6.2 Straightening Control Points – Procedures – Row or Column
Notice how the compress display suddenly shows that the top edge of the surface
is not a straight line whereas in normal view this was difficult to see.
This results in a movement of the control points that lie between the two
selected control points (A and B) in the direction perpendicular to a straight line
connecting A and B onto that straight line. This straight line can be straight in 3
dimensions or a straight line from the current view direction only.
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To straighten just one row or column, A and B have to be on the same row or
column respectively.
Now switch to Plan view
Notice how this deck edge is not straight in this view direction
We can fix this by repeating the command above for this view direction, or using
a straighten command in 3D.
Undo the straighten command by using Ctrl+Z or reloading the
design from the start of this section.
Inplan view, select the Aft corner control point (A) and the edge
control point at 68.5 m fwd of Aft Perpendicular (column 9) (B)
again.
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You can see that there is a transition from red into blue without any green in
between at about midship. This should be the flat of sides (FOS) and thus
coloured green (green = no curvature = flat). We can use a straighten command
to straighten this panel. First let’s see how the straighten command works on
panels, by making a “mistake”.
Switch rendering off and zoom in to the bow area
Switch the net on
Select the bow corner control point and a control point in the middle
of the bow area like below:
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Step 2:
All four corner points of this patch are fixed in space and will not move. Patches
selected by selecting two points on the Net are always four-sided and have four
corner control points.
Step 3:
The edge control points are straightened between the corner points*
Step 4:
The internal control points are straightened between the edge points*
*same as for straightening a row or column, this can be done either in three
dimensions or in the current plane only. The current plane in Perspective view is
determined by the orientation of the model. In the bottom right hand corner of
the Perspective window, there is a little orientation icon that indicates the current
working plane. It is important to rotate the model in such a way that you have the
correct current working plane when using the “Straighten in Current Plane Only”
command as it will affect in which direction the control points are straightened.
The orientation icon indicates that the current The orientation icon indicates that the current
working plane is Body Plan view. working plane is Profile view.
Now let’s use what we have learnt so far to straighten the flat of sides panel:
Undo the last straighten command so that you get your regular bow
shape back or load the BasicFairing_FairingToolsFOSStraight.msd
file.
First we have to determine which control points we have to select in order to get
a straight patch.
Switch transverse curvature rendering on and zoom in so that you
can see the stern and midship.
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We clearly see the flat of sides appearing after applying a straighten command
Notice how the shape of the control point net that forms the bilge-FOS line (from
AB to B) has now become a straight line. This is not what we want.
Undo the straighten command
Rotate the model similar to the image below and switch rendering
off
Selecting
the same patch as before, now use a Straighten In Current
Plane Only command:
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You can see how the Straighten in current plane command maintains the shape
of the Bilge – FOS line. This is because, when you rotated the model to the
orientation as in the image, the current working plane was set to Body Plan.
Read the text directly below step 4 (above) again
Undo the change you just made
Rotate the model around the “Yaw” axis so that the orientation icon
indicates that Profile view is the current working plane:
The orientation icon indicates that the current The orientation icon indicates that the current
working plane is Body Plan view. working plane is Profile view.
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When the current working plane is Profile view, the control points between the corner points of the
patch (in this case between AB and B) will move onto the straight line – as seen from Profile view -
between AB and B perpendicularly.
Whereas, when the current working plane is set to Body Plan view, the control points snap to a
straight line as seen from Body plan view and – in this case because all four corners were at 9 m
offset from the centreline and the straight line is thus vertical – the control points all move horizontally
inwards and outwards.
In case after reading the above, you still don’t understand (which is OK) just
remember that:
You can use a Straighten command in Three dimensions and in the
Current Plane only.
When you use the Straighten command in Current Plane only, the current
working plane determines the outcome of the result.
If the result is not like you expected it you may want to try using another
working plane by switching window, or rotating the model in Perspective view.
You may wish to repeat this tutorial a couple of times to work your way
towards fully understanding this command.
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Smooth control points works exactly the same as straighten controls, except now
instead of straightening the control points Maxsurf now projects the control
points onto a smooth curve or smooth patch. Smooth control points moves the
control points in all directions and cannot be restrained to one working plane.
6.7.2 Smoothen Control Points – Procedures – Smooth Curve
Smoothen a curve
Open the BasicFairingSpline_Start.msd file in Profile view
SwitchCompress view on and set your porcupines size to 50% from
the Edit | Preferences dialog.
Select control points A and B as below
Flexible
Undo the last command and now use Smooth Controls | Medium on
the same selection of control points:
Medium
Undothe last command and now use Smooth Controls | Stiff on the
same selection of control points:
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Stiff
You notice that, especially when you smooth the control points to a Stiff curve,
any irregularities in the curvature (eg inflections) disappear. Now let’s apply this
to a patch of control points.
6.7.3 Smoothen Control Points – Procedures – Surface Patch
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It is very difficult to explain and/or learn how the smooth control points
command works. Best way to learn about this command is by trial and error;
aided by the following tips:
The larger the number of control points in the selection the better
Use medium first and evaluate the result. Use Stiff in case you need more
drastic correction or use Flexible if Medium changed the model too much.
Stiff, Medium and Flexible may give the same result depending on the
surface stiffness and the number of selected control points.
You cannot use the smooth command on a selection with only 3 control
points
Good results can be obtained by using overlapping patches:
This is an example only, individual patches would have to be bigger for good results
Exercise:
Withthe model from this section, experiment using the Smooth
Control Points command.
Usewhat you have learnt so far to fair your design that you created
yourself “from scratch” earlier on in this training manual.
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From what we have learnt in the prior sections we can extract a few fairing
guidelines. These are outlined in the following paragraphs.
As has been demonstrated in the 4.1 Surface Stiffness tutorial, the spline
stiffness (or order) has a considerable effect on the surface's curvature. Ideally
you should have reasonable curvature continuity and smoothness along the
contours. The curvature can be made smoother by increasing the stiffness. This
is illustrated in the images below:
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The number of control points along a spline determines the amount of control
you have over the surface shape. In the same way that the spline’s numerical
stiffness reflects the stiffness of the physical fairing rod, the number of control
points is equivalent in a physical sense with the number of weights that are used
to hold the rod in place. The more weights you use in one particular area of the
rod, the more control you have over its shape. At the same time it is much more
difficult to achieve a smooth curve without any unintended inflections in areas
with a lot of weights.
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When looking at the control point net in perspective view and rotating the model,
one can immediately recognise a fair design. There are some important
guidelines to keep in mind when modelling a surface regarding control point net
fairness:
1. You should always aim to have a regular and “fair” net. The net
amplifies errors in the surface; the surface is always more fair than the
net.
The advantage of using NURB surfaces in general is that even when the control points are very
unfair, the resulting surface is always fairer; especially for high stiffness surfaces.
2. The rows and columns should not overlap as this makes further fairing of
the surface much more difficult.
3. One area that is often overlooked when using Maxsurf to design a hull is
the longitudinal spacing of the columns in the net. It is possible to create
hard corners in Maxsurf by moving several control points close together
and this characteristic is commonly used to create chines and knuckles in
a design. A side effect of this is that if the columns of control points in a
design are irregularly spaced the surface can show irregular rates of
change of curvature. In general, try to make sure that the columns of
control points in a surface change their spacing smoothly.
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Recommended control point net in Plan view. Often it can be recommended for the curved columns
to be approximately orthogonal to the centreline as well as to the outer surface edge.
Note that these are guides only and should not be considered rigid constraints
(except that the net should be reasonably regular, and rows and columns should
not cross other rows or columns, though they may become compacted).
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Fairing is mostly a manual process and Maxsurf has tools to help you do that:
Straighten
Smooth
More… these are discussed not discussed in this training manual.
There are several modelling guidelines that will help you achieve a fairer design.
Most importantly:
Use the stiffest surface and the minimum number of control points that
allows you to achieve the desired shape.
The surface is always fairer than the control point net, so make sure your
control point net is nice and regularly and fair.
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7 Modelling Discontinuities
In the previous section you learnt how to use several fairing tools that help you
display and adjust the shape of curves or surfaces and reduce any unwanted
inflections, bumps or unwanted discontinuities. In this section we will look at
ways to purposely model modelling discontinuities in a curve or surface.
One can distinguish different types of discontinuities that can exist in a ship’s
hull surface:
Knuckle or chine
For each type of discontinuity there are different modelling methods that you can
use:
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Discontinuity Method
type Compacted Control Points Bonding Trimming
Chines & Not recommended
knuckles
Edge cuts Not
recommended
Openings
As you may have already learnt in the previous sections in this training manual,
the closer you move control points together the more rapid the change in
curvature. A discontinuity in a curve or surface can be modelled using this
principle: when certain conditions are satisfied, a knuckle can be created by
moving two control points on top of each other:
In this section you will learn how to use compacted control points to model
chines or knuckles in a surface and what conditions have to be satisfied in order
to be able to do this.
7.1.2 Compacting Control Points – Procedures
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Move the two middle control points closer together and watch what
happens to the shape of the curve.
Tip:
Hold down the shift key while dragging. This will restrict the
control point movement to move only horizontally or vertically.
From this you can see that where the control points are close together a knuckle
is forming, but when you zoom in to that point it is still a smooth transition. Note
that where the curve touches the control point net, both lines are tangential to
each other. Let’s see what happens when you now put the control points directly
on top of each other.
From the two control points in the middle select the one on the left
first and then the one on the right while holding shift key down.
Now use the Controls | Compact command (or use the Ctrl+K
shortcut key on your keyboard)
You should see the control point on the right being moved on top of the one on
the left.
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Notice that the compacted control points –while they shared the same
coordinates - are still being treated as individual points. Often it is convenient to
group a number of compacted control points so that they get treated as one entity
or group. In Maxsurf you can group control points using the Group command:
UsingCtrl+Z, undo the drag move until both control points are
compacted again.
Now use a selection box to select both points
And use Controls | Group or Ctrl + G to group the control points
Now try to drag just one control point (you won’t be able to).
You’ll notice that the control points are now treated as one and cannot be moved
separately anymore. You notice that the colour of the control points has changed
to red.
Tip:
Ctrl + K = Compact control points
Ctrl + G = Grouping control points
Over Compacting
When using compacted control points to model a discontinuity, there is a very
important relationship between compacted control points and surface stiffness.
Usethe curve from the previous steps or the
CompactCP_Curve_Compacted.msd model
SetLongitudinal curvature from the surface properties for this
curve to 4.
You will now see something like this in Profile view:
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The knuckle in the curve has disappeared after increasing the stiffness to 4.
Insert a control point just to the left of the grouped control points
(red).
You’ll see that this situation is very similar to the situation before where the
curve is tangential to the control point net where they touch.
Selectthe grouped control points first followed by the newly inserted
control point while holding shift key down
Ctrl + K and Ctrl + G to compact and group
You have now compacted 3 control points on top of each other to create a
knuckle in the curve with a stiffness of 4.
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Usea selection box to select the control points that are close
together,
Compact and Group the control points
Back in Body Plan view, use the control box to switch to the column
in front of the Aft most column:
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Exercise: insert another knuckle line so that you get something like in the
image below:
You will see that you have to add an additional 2 rows of control points. Having
so many control points close together in the bow now, makes it quite difficult to
maintain a reasonably fair bow area. Inserting an extra column in the bow may
give you more control over this area:
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Completely linear surfaces have knuckle lines at every row and column.
Save the design
From this you can see that creating knuckles using linear surfaces is very easy.
However, in practice this method is not used often. The reason for this is that a
ship design usually consists of at least some areas with curvature which can not
be achieved with linear surfaces.
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8 Trimming Surfaces
Up to this point we have worked with only one surface at the time. By
combining surfaces, complex models can be created.
Before you proceed and use trimming surfaces to make some more
modifications to your design, read the section trimming surfaces from the
Maxsurf manual. From this you should remember:
The intersection line does not go all the way up to the deck edge. The hull surface can therefore not
be trimmed to this transverse surface….
… whereas now the intersection line divides the hull up into two separate regions:
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Note
It is important to note that after doing step 2, you have to do steps 3
and Step 4 as well. Maxsurf will continue to ask you to select your
regions and trim the surface until you finished Step 4.
The recommended method is dependent on the shape of the transom and the
transom-hull transition. For example:
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In this section you will insert a 2nd surface in your MyFirstDesign model and use
that as a trimming surface to trim the hull to a transom.
You may have noticed that there are two corner control points directly behind
each other in Profile view and thus they appear to be only one control point. Use
the selection box to make sure you select both:
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You can see the intersection line (red in the image above) dividing the hull into
two separate regions. This means you are now ready to trim the hull. If you refer
back to the 8.2 Trimming – Concepts – Trimming Sequence
Trimming Sequence you’ll see the steps we have to take:
Step 1: Switch trimming on: Display | Trimming | Trim Invisible
Step 2: Select the Surface to trim. There are several ways to do this,
but the fastest way is probably by right clicking on the intersection
line and select Start trimming Hull:
This will highlight the currently visible (read: “untrimmed”) regions of the
selected surface. There are 2 regions separated by the Intersection line.
Step 3: Select trimming region: Click inside area 1. This will hide
this area (read: “this will trim away this area”).
Step 4: Trim the Surface: There are also many different ways to do
this step, but probably fastest is to either hit “Ctrl+T” on your
keyboard or right click anywhere in the screen and select “Trim
(Ctrl+T)”.
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The transom is not making the model look very nice at the moment. You can
trim away the surface completely:
This time Right click on the Transom surface in the Assembly tree
and select “Start Trimming”:
Now let’s make the shape of the transom a little bit more interesting:
In Body Plan view select this control point:
The reason for first selecting the control point in the Right Top corner is that
otherwise you may get unexpected results when inserting this row such as:
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Notice that the shape of the trimmed hull has automatically been updated to the
new shape of the Transom. As long as the intersection line between the surfaces
remains intact (read: closing off the trimming regions) you can make changes to
both the hull and the transom and the trimming will automatically update.
Try moving the Transom Fwd and Aft and check that the trimming
is updated continuously. The best way to do this is probably in
Profile view with Buttocks displayed.
The advantage of using trimming is that you can fair the hull surface and
model the shape of the transom completely independently. This gives you a great
freedom of what shape you wish to make the transom. It does mean that you
have to extend the hull aft of the transom. For example if you wish to model a 40
m yacht, you will have to model a hull of 41 m long and insert a transom surface
1 m fwd of the Aft Extremity of the hull.
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Decks are very similar to transoms in that a deck also closes the hull. Usually in
Maxsurf you do not want to model a fillet radius between a deck and the hull
(that is unnecessary detail for hydrostatic calculations) and therefore a deck is
added to a model using trimming in most cases.
One of the advantages of using trimming when adding a deck is that the deck can
be shaped completely independently from the hull and have completely different
properties (i.e. stiffness). If you were to use bonding the deck and the hull would
have to share the same degree of stiffness in the longitudinal direction (you will
learn this later). Some examples of a deck that has been added using trimming:
The deck of this bulker has several step ups at the poop deck and F’castle. Several hatch coamings,
cranes and a superstructure have also been added and are also trimmed to the deck.
The deck of this sailing yacht has camber in transfers direction and has a cockpit opening trimmed
out as well as a coachroof on top of it. All this is very easy to do with trimming.
In the previous section you learnt how to use trimming to trim the hull to a
transom. In this section we will practice what you have learnt and insert a deck
surface as well as bowthruster.
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The curve of areas only uses up to 36 transverse sections. The volume of the bowthruster can not
be seen in the curve because none of those sections intersect the bowthruster.
In this section of the training document we will insert a cylindrical shape that
consists of two half-cylinders. Then we will trim that to the hull and visa versa in
order to get a produce a rendering of the hull.
8.4.3 Trimming a Deck – Procedures
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After dragging them down (1), Move the aft edge of the Deck well
Aft of the transom (2) and extend the fwd edge of the Deck beyond
the bow (3)
Model the Deck surface so that it looks like this. Keep using the
Selection box every time you move the control points, else it will
become a mess quickly!
Display intersections
Switch to Plan view:
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Drag the outer edge of the Deck surface well beyond the maximum
beam of the hull. Tip: Use a selection box and hold the shift key
down while dragging outwards so that the control points do not
move fwd or aft unintended.
Deck surface extended well beyond Hull surface to form a closed intersection.
You are now ready to trim the Deck surface to Hull and Transom, the Hull to the
Deck and Transom, and the Transom to the Deck and Hull.
Use Plan view to trim the Deck
Use Body Plan view to trim the transom
Use Profile view to trim the hull
Use Perspective view to check your work:
The black lines along the edges of the Transom and Deck become visible when the surfaces are
unlocked.
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This dialog automatically generates a cylindrical shape of any size in any orientation.
Making sure you have the Net displayed and using a selection box,
drag all control points to the bowthruster position (use your own
creativity, but preferably below the waterline).
We’ll now use perspective view to trim both surfaces to each other:
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Right clicking on the intersection line is a quick way to trim both surfaces
Trim the Hull, the Cylinder Top and the Cylinder bottom surface
Trimming the hull by clicking inside the Intersection region with the bowthruster
When you are done trimming, your model should finally look like this in
Rendered Perspective view:
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You may notice some rectangular rendering around the cylindrical opening. This is purely a
rendering/drawing artefact and nothing to worry about; it will not influence any calculations.
What happens when you do try to this is that you get a “shallow intersection”
between the hull and transom surface which usually means that the intersection
line changes shape rapidly or is even broken when a small change to any of the
surfaces is made. It may also cause problems when you switch to a higher
precision and the intersection line is calculated differently:
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The only case where you cannot avoid using a shallow intersection trimming
surface is when you want to model a propeller tunnel:
You need the shallow intersection for minimum disturbance of the water flow towards the propellers.
This is very difficult to model properly because it is difficult to get the shape of
intersection line right and often the trimming fails when switching between
different precisions. How to do this is not covered in the Maxsurf Modeler
training manual.
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9 Bonded Surfaces
Maxsurf allows you to bonding two surfaces together. Surface bonding can
be seen as gluing two identical edges together.
Two edges with matching control points, but different stiffness. This causes gaps to appear between
the surfaces.
Maxsurf checks that both edges have the same stiffness and number of control
points prior to bonding and will notify you if the edges cannot be bonded
together:
After you have bonded two surfaces, Maxsurf will make sure that the surfaces
that share the bonded edge are treated more or less as one and apply any changes
to one surface to the other bonded surface as well. For example when adding a
control point to the edge:
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In this section you will bond several surfaces together and learn about the
different bonding types you can apply. You will also learn that the duplicate
surfaces command is a quick way to ensure that both surface edges share the
same properties.
A multi-chine hull may consist of for example topsides, spray rail and a bottom
panel. The properties of these panels can be very different. For example: where
the spray rail can be a linear panel (zero curvature transversely), the topsides and
bottom may have some curvature. Especially when the design is built out of
aluminium or steel and all panels will have to be expanded into flat plate stock
for cut production geometry, it is therefore often a good idea to use separate
surfaces for each panel. Bonding is used to weld or glue the panel (read: surface)
edges together.
9.1.2 Multi-Chine design – Procedures - Start
Start
In this section we will again start a design from scratch. If you have an existing
design open, you will have to close it first.
Select File | New Design.
We will start by inserting a flat, longitudinal plane which will become the
Topsides surface:
Surfaces | Add Surface | Buttock plane
Resize the surface to have a length of 40 m and a depth of 3 m.
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Notice how the Chine Top edge was moved towards the Topsides Bottom edge.
This is because we selected the Topsides Lower edge first. Also notice how the
names of the two bonded edges are displayed in the lower left hand corner of the
Maxsurf application window. This means that Topsides Bottom and Chine Top
edges have been bonded with a non-tangent (C0) transition.
Switch to Plan view
Selectthe aft 4 control points on the centreline row of the Chine
surface with a selection box.
Holding the shift key down, drag the selected control points
outwards until the roughly the required chine shape is obtained
(something similar to that shown below).
Plan view
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You should now see something like this in rendered Perspective view with
Display | Half off.
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Make sure you don’t accidentally select any of the Topsides edges. You can do
that by hiding the Topsides surface or switching bonded edges off temporarily.
Switch to Profile view
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Set all the Bottom surface’s Bottom edge control points’ offsets to 0.
Model the Bottom surface’s Bottom edge so that it looks like this:
In rendered Perspective view with Half display off you should see something
like this:
First, let’s set the Frame of Reference (FOR), zero point and insert a Grid:
Setthe DWL to 3.5 m above the Baseline and set the Aft and Fwd
perpendiculars in the Frame of Reference Dialog.
Set the zero point to Aft Extremity and Baseline.
Also make sure the Locked Zero Point check box is unchecked so that the zero
point will change with the aft perpendicular if it is moved.
Inserta Grid of 12 sections, 5 waterlines and 4 buttocks all evenly
spaced along the length, depth and width of the model respectively.
Save your design as Bonding_Refinements.msd
9.2.2 Modelling in Profile view
Next step is to shape the forefoot in the Profile window. First we must set the
flexibility of the Topsides and Hull Bottom surfaces to 3, to do this there must be
at least 3 rows of control points in each surface:
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Switch to Body Plan view and Hide the Net, Display | Half, turn
Sections off.
Use the control box to select the Aft-most column of control points:
Add a middle row to the Bottom and the Topsides surfaces:
Continue shaping the bow and as well as the Chine Profile so that it
looks like this in compressed Profile view:
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Currently the Topsides are wall sided. Best way to change that is in Body Plan
view:
Switch to Body Plan view, Hide the Net and turn Sections off
Starting from aft, use the Control Box to move the control points in
each column and give the Topsides an outward slope:
Switch to Plan view, hide the waterlines and display the Net
Clean up any Zigzags and turn them into Bananas, especially in the
bow area:
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Remember that, even though the shape of the design may not change that much,
improvements to the control point net will improve the fairness of the underlying
surface.
Check your work in Perspective view and the other 2D view
windows.
Remember that modelling is an iterative process and you may therefore want to
make several runs through the Profile Body Plan Plan Perspective
views etc.
Inserting a control point column across bonded surface edge will affect all bonded surfaces
Click OK
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Notice that the control point column has been inserted in the Chine and Bottom
surface as well. Another change that will be applied to all surfaces is a change to
Surface stiffness.
Check the stiffness settings for the Bottom surface
Increase the longitudinal stiffness to 5 for the Topsides surface
Notice that the longitudinal stiffness for the Bottom surface has automatically
been increased to 5 as well.
Save your design as Bonding_finish.msd
Congratulations! You have finished the Bonding tutorial. You should have learnt
from this:
In order to be able to bond two edges they must share the same number of
control points and degree of stiffness.
When bonding, the 2nd edge you select moves on top of the 1 st edge you
select.
Duplicating a surface is a quick way to ensure that both surface edges to
be bonded share the same properties.
After bonding, all bonded surfaces are treated more or less as one surface.
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10 Calculations
Note
Surface trimming affects the hydrostatic results.
The sections used for calculations are displayed in the view windows while the
Calculate Hydrostatics dialog is displayed.
10.1.2 Calculating Hydrostatics – Procedures
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In the Frame of Reference of this design the Fwd Perpendicular is not set correctly.
Click “Set to DWL” to fix.
Click in the Top left corner of the results dialog to select all cells
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With trimming on the displacement is less than when calculating with trimming off.
After calculating the Hydrostatics, you can also display the Curve of Areas
graph:
Window | Curve of Areas
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The vertical line may be moved with the mouse to read off the sectional area at
any longitudinal position. By doing this for a number of different drafts a set of
Bonjean curve data may be collated. The curve of areas uses 25 sections along
the length of the hull by default. You can change this number from the Edit |
Preferences menu.
Maxsurf can also quickly calculate the Surface areas for you. This information
may be useful when you are trying to estimate a steel weight for a surface (3D
surface area) or the windage area of the model above the waterline (2D projected
lateral area). All this data is available in one dialog.
10.2.2 Calculate Areas - Procedures
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There are a number of tools available for bringing existing data into Maxsurf and
creating a Maxsurf model. The best method to use depends on the existing lines
plan data type and what you want to do with the Maxsurf model.
Maxsurf has the ability to display background images in each of the design
views. Maxsurf can load image files of the type jpg, gif, bmp and png.
Note:
If the Line plan is a paper version then you can scan it and import
the scanned image into Maxsurf.
For more information including tips on how best to scan a paper lines plan, see
the Importing background images section of the user manual.
11.1.2 Importing data as Markers
Example of Markers defining the starboard side of a round-bilge vessel with bulbous bow.
Once the markers are in Maxsurf there are a number of tools available to create
the 3d Maxsurf model using the marker data.
Creating Markers in Maxsurf
Marker data may come from a variety of sources such as:
Offsets table data
Offsets tables can be manually input or copied and pasted into the Maxsurf
marker window (switch to the Marker window in Maxsurf and select markers |
Add Marker).
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3D DXF
If the existing lines plan is in 3D DXF format, it can be read directly into
Maxsurf and markers generated automatically. To do this, start a new design,
select File | Import | Import DXF markers, select the file and then specify the
orientation of the design in the DXF file. Note that when importing the DXF file
all nodes of all lines and poly-lines are converted to markers. It is normally
easier to delete all unnecessary lines in the DXF file rather than trying to delete
the unwanted markers in Maxsurf. All that is required in Maxsurf are the
markers that define the hull shape.
2D DXF
If you have a 2D DXF lines plan, it is normally quite easy to generate a fairly
comprehensive 3D DXF model. This is done in a standard CAD package such as
AutoCAD. Start by extracting the body plan and noting the longitudinal
positions of each of the sections that are defined in the body plan. Select each
section in turn and move it longitudinally so that it is in its correct location.
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11.3 Creating a Maxsurf Model from Existing Data Tutorials
The following tutorials provide example of creating Maxsurf models from
exiting Data:
Importing Background Image Tutorial
Importing dxf Marker Data & Generating a TriMesh model
Importing Marker Data & NURB Surface Models
11.3.1 Importing a Background Image & Scaling an Existing Design Tutorial
Maxsurf allows you to import one background image in each view window. This
means that a typical lines plan image (example below) will need to be split up
into 3 separate images; one each for Body Plan, Profile and Plan view.
Importing a Background Image & Scaling an Existing Design – Procedures
The zero point of the lines plan is at the Aft extents and the Baseline. Therefore
set up the Containers ship Maxsurf model with the zero point at the Aft extents
and the Baseline.
Switch to Profile view window
Go to Data | Frame of Reference
Set the Zero Point to Aft extents & Baseline
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Set the Frame of Reference of the Maxsurf model to correspond to the Lines Plan.
The zero point of the image and the scale still needs to be adjusted.
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Setthe zero point with the tip of the mouse cursor by clicking on the
Zero point of the lines plan image.
Next step is to scale the image to the Maxsurf coordinate system. I.e. when the
ship is 120m long in real world, we can scale the image so that it is 120m in
Maxsurf space. In Maxsurf you can do this by specifying a reference point. This
point can be for example the Fwd extremity, the deck height or any other point
of which the horizontal or vertical distance to the zero point is known.
In this case, we know from the lines plan that the LOA (length Overall) is 120m.
We can scale the image by telling Maxsurf where the Maximum length of the
lines plan image is.
Zoom in on the position of the maximum length location –
approximately half way up the bulbous bow.
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Repeat the steps above, but now in Body Plan view. You will need to
specify a Reference point. The Maximum Beam for the lines plan is
20m. Therefore for the reference point of the maximum beam is 10
m from the zero point (on the centreline) in the transverse direction.
Save the design
The next step is basically starting a surface fitting process by resizing the start-
model (ContainerShip.msd file in this case) to match the background image size.
Unlock the Hull surface and resize it to a length = 120, depth = 15.0
m and beam = 20 m
Check your work in the different view windows.
Save your design.
Now, theoretically, in all view windows you should see the surface model
roughly match up with the background image in overall size (not shape yet). In
any case, what should not happen is that your surface model is smaller than the
background image in for example Profile view but bigger in Plan view. This
means that you have set the zero and reference points of the background image
inaccurately in either (or both) of the view windows.
The next step in the surface fitting process would be to set up a grid that matches
the buttocks, waterlines and sections of the lines plan image. After that, you can
start shaping your surface to match the lines of the image; remembering the
following order:
Corner control points
Edge control points
Internal control points
11.3.2 Importing dxf Marker Data & Generating a TriMesh model Tutorial
First
read the Generating a TriMesh Surface section in the Maxsurf
manual.
If the Maxsurf model is required for the purposes of analysis, for example
Hydrostatic analysis in Maxsurf Stability and NOT for production purposes then
the Maxsurf model can be simply generated as a TriMesh surface
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Start
In this section we will again start from scratch. If you have an existing design
open, you will have to close it first.
Select File | New Design.
It is important to set the units in Maxsurf to be the same as the units of the dxf.
For this example the dxf is in mm.
Select Data | Units
Set units to mm
It is recommended to Set the Zero point and frame as per the original lines plan.
For this example set the frame of reference up as follows;
Select Data | Frame of Reference
Set the Zero Point to be at the aft extent and the baseline
Set
the Aft perpendicular & Fwd perpendicular to be at 1000mm
27720mm respectively.
Set the DWL to be at 1500mm
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You can now view the imported markers in Maxsurf. Look at the Markers in all
the views to check that you have brought the markers in using the correct
orientation.
Before you can generate a TriMesh from the Markers it is first necessary to order
the markers. It is essential that the markers are grouped by section and that, on
each section, the markers are ordered in a consistent manner.
The Imported Markers represent the sections. The stations share the same
longitudinal properties. The Generate Grid from Markers command can be used
to automatically generate the grid of sections (as well as buttocks and waterlines)
based on the marker data and also associate markers with the correct marker
station index. For more information read the Generate Grid from Markers section
in the Maxsurf User manual.
Select Markers | Generate Design Grid from Markers
Set the generate stations up as follows and click OK:
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In Profile view you can see that the section grid spacing has been set up as per the marker data
Now that the Markers have been assigned to the same Station Index they can
now be sorted for each station.
Select Markers | Sort Marker stations
To view the connectivity (and ordering) of the markers
Connected Markers in Body plan view, note the first marker on each section is shown in bold
Using the station control box in the top right corner and the cursor keys ‘walk’
through the sections to check that they have formed correctly and that the first
(bold marker) is always at the keel.
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The automatic Marker sorting uses a nearest neighbour sort, which works in
most instances, but can be confounded if the section shape is complex and/or the
spacing between markers varies significantly. For example if you section looks
like this;
Then the Markers have not been sorted correctly and will need to be reordered.
For more information on sorting Markers see the sorting Markers section of the
Maxsurf User manual.
Select the show all markers icon and the Connect Marker
Stations icon .
Connected Markers in Perspective view, note the first marker on each section is shown in bold
It is also recommend to use the Delete duplicate Markers function. In most cases
duplicate markers cause problems. This function will delete any duplicate
markers within a specified spacing of each other from a selected group of
markers.
Select all the markers
Select Markers | Delete duplicate markers
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TriMesh surface can be hidden or made visible using the show TriMesh
command .
To View the rendered TriMesh surface go to perspective view and turn on the
rendering;
As for NURB surfaces you can display all regular contours on a TriMesh
surface. The TriMesh surface can be easily deleted and re-generated using the
options in the Markers menu.
Note:
The accuracy of TriMesh surface is purely dependant on the Marker
data, so if you require a more accurate model then you will need
more Marker data.
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The picture below gives some idea of the types of vessels that can be generated
with a TriMesh surface:
The TriMesh surface model can be saved in Maxsurf as normal (.msd file) and
read directly into Maxsurf Stability, Motions and Resistance for analysis.
For modelling complex tanks and compartments in Maxsurf Stability additional
NURB internal structure surfaces can be defined with the TriMesh model in
Maxsurf Modeler.
11.3.3 Fitting a NURB Surface to Marker Data Tutorial
If the Maxsurf model is required for production purposes then the Maxsurf
model will need to be created from a faired NURB surface.
Maxsurf has a number of options available to help create a NURB surface model
from marker data.
First read the Surface Fitting section in the Maxsurf manual.
Fitting surfaces to Marker data is an iterative process. The following simple
example shows the fitting of the default yacht surface to marker data and
highlights the basic procedures.
Fitting a NURB Surface to Marker Data - Procedures
Start
In this section we will again start from scratch. If you have an existing design
open, you will have to close it first.
Select File | New Design
Set units to meters Data | Units
Now open the Marker data
Go to the Marker window | File | Open Markers
Select the ‘Yacht Markers - Surface fitting to markers.txt’ file
If you go to the perspective view window you will see that marker data in
Maxsurf. Now import a surface to fit to the marker data, for this example we will
use the Simple yacht surface
Go to the Perspective view window
Select Surfaces | Add surface | Simple Yacht
The simple yacht surface can now be manipulated to fit the marker data.
Firstly we will approximately size the simple yacht surfaces and then move it to
an appropriate location.
Select Surfaces | Size surfaces
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Selectthe simple yacht surface and size to length 10m, Beam 3.5m &
Depth 1.5m.
Now move the simple yacht surface so the transom of the surface
lines up with the Markers for the transom.
A quick way to do this is by turning on the snap settings (F5), selecting all the
surface control points then moving the control point at the base of the transom
and then drag it to the marker at the base of the transom.
Lower transom control point align with lower transom marker in Perspective View
The simple yacht surface control point net contains 3 rows and 4 columns of
control points. We will need to add more rows and columns to the surface
control point net to get the required shape.
Go to the profile view and add 3 more columns; one aft, one in the
middle and one near the bow.
Space the columns evenly along the length of the hull.
Now Go to the body plan view and add 2 Rows; one along the
bottom and one up the side of the control point grid
Your model should now look something like this:
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It now it is time to do a manual fit of the surfaces to the marker data. The order
in which you should fit a surface to markers is strictly from top to bottom:
Corner control points
Edge control points
Internal control points
So we will start by moving the corner control points. This can be done by either
using the snap control point to marker function or by simply dragging the control
point to the marker with the drawing snap settings turned on.
Select the transom top corner Marker
Whilst holding down the shift key (to select multiple objects)
Select the transom top corner control point
Now do the same for the top and bottom corner control points at the
bow.
Once the surface corner control points have been moved to the correct location
we can now fit the surface edges to the Marker data using the ‘Fit edge to
markers’ command.
Starting at the bow:
Select the Markers that make up the bow stem, (hold down the shift
key to select multiple objects)
Select the surface edge to be fitted to the markers
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Select ‘Yes’ to leave to leaving the edge corner points where they
are.
Select Sort by vertical position.
You will see that the surface edge is now fitted to the markers.
Now follow the same procedure for edge that makes the transom,
the deck and the hull bottom.
Note:
By switching views as well as locking the surfaces will make it
easier to select the markers points and the surface edges. The
surfaces will then need to be unlocked again prior to fitting the edge
to the markers.
Now using the same procedure fit the surface bottom (or keel) edge
to the Markers.
Now fit the surface top (or deck) edge to the Markers.
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You will notice that the interior control points, displayed by turning on the
surface net, may be very irregular. The Smooth surface interior command can be
used to smooth the surface's interior control points to follow the shape defined by
the surface's edges. This will give you a much better starting point for faring
Select Markers | Smooth interior Controls
Your model should now look something like this:
As mentioned in the chapter on Basic Fairing a Fair Net Equals Fair Surface, It is
helpful if the rows and columns are near orthogonal and it is especially beneficial
to try to keep the columns as vertical as possible since this makes manipulation
in the body plan view much simple. However, tiding up the control point net will
mean moving the surface edge control points, when doing this make sure that the
surface edge doesn’t deviate too far from that marker data. Note that fitting a
surface to markets is an iterative process.
In Plan and Profile views go through and tidy up the control point
net.
You model should now look something like this:
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Now that the surface corner and edge control points are in the correct location
and you are happy with the surface control point net. It is now time to move the
internal control points to fit the surface to Marker data. This can be done
manually or automatically using genetic algorithm surface fit function enabled
by Prefit.
Prefit is a program that automatically fits surface to Marker data. It can be used
as a stand alone application or as a plug-in to Maxsurf so you can take advantage
of the tools in Maxsurf and Prefit to fit a surface to Marker data.
To manually fit the surface to Marker data you will need to set up a design grid
that matches the Marker data. This can be quickly done by using the generate
design grid from markers command.
Select Markers | Generate design grid from Markers
Set the minimum number of markers for stations to 3
Set the Marker plane separation tolerance to 0.001m & click ok
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Check that the grid sections line up with the Marker data
Now the control points will be manually moved to make the surface section
curves fit to the marker data. The best way to do this is in the body plan view and
using the net control box go through each control point column and manipulate
the control points so that the sections fit the Marker data.
Select the Body Plan view
Turn off the sections
Turn off the Control point net
Body Plan view - move control points so the surface section curve fits the marker data at that section
You will notice that moving the internal control points at one station effects the
whole surface, hence it will effect the shape of the surface section curve at
another station. The process of fitting the sections to the Markers is an iterative
process; you will need to go through the control point columns a few times in
body plan view whilst also checking the model in the other views to manual fit
the whole surface to the markers.
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When fitting the surface to Markers as the same rules apply to Fairing a
hullform, for more information see the chapter on Basic Fairing.
When you have finished fitting the surface to the Markers your model should
look something like this:
In case you wish to analyse this design in the other modules of the Maxsurf suite,
you can simply save it in the Maxsurf file format (.msd) and load it in to, for
example, Maxsurf Stability. This allows you to make changes to the hull model
and quickly update your Maxsurf Stability model without the need for an
intermediate data exchange file.
Read the section on Data Output from the Maxsurf manual.
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