Autoship Manual 10
Autoship Manual 10
Autoship Manual 10
User’s Guide
Release 10
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1.10 Adding Flair to the Topsides 27
1.11 Adding a Transom 29
1.12 Generating Offsets 38
1.13 Obtaining Hydrostatics 39
1.14 Summary 40
Tutorial 2 - Round Bilge Hull 41
2.1 Introduction - Round Bilge Hull 41
2.2 Starting Out 42
2.3 Creating the Midship Section 43
2.4 Generating the Forebody Surface 49
2.5 Controlling Bow Rounding 54
2.6 Controlling Shape and Fairness 56
2.7 Controlling Flat-of-Side 58
2.8 Generating the Aftbody Shape 60
2.9 Adding a Bow Thruster 65
2.10 Adding a Forward Deck With Camber and Sheer 70
2.11 Adding an Aft Deck with Camber and Sheer 74
2.12 Creating a Group of the Entire Vessel 75
2.13 Material Properties 76
2.14 Summary 76
Tutorial 3 - Asymmetric Hull Catamaran 77
3.1 Introduction - Asymmetric Hull Catamaran 77
3.2 Starting Out 78
3.3 Designing the Outboard Hull 79
3.4 (a) - Creating the Outboard Hull Surface 80
3.4.(b) - Ensuring fairness at the forward-lower corner of the surface 82
3.5 Generating the Inboard Hull Half 84
3.6 Designing a Tunnel and Fillet Panel 86
3.6.(a) - Moving the Hull to its Correct Position 86
3.6.(b) - Creating the Tunnel Surface 86
3.7 Adding an Upper Deck 90
3.8 Adding a Pilot House 94
3.9 Starboard and Port Side 98
3.10 Summary 99
Tutorial 4 - Pocket Cruiser 101
4.1 Introduction - Pocket Cruiser 101
4.2 Starting Out 102
4.3 Creating the Hull 102
4.4 Shaping the Hull 103
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4.5 Instant Hydrostatics 105
4.5(a) - Group 105
4.5.(b) - Running Instant Hydrostatics 105
4.6 Adding the Transom 106
4.7 The Keel 109
4.8 The Deck 110
4.9 The Cabin 112
4.10 Groups 112
4.11 Summary 112
Tutorial 5 - Ro-Ro Carrier 113
5.1 Introduction - Ro-Ro Carrier 113
5.2 Starting Out 114
5.3 Midship Section 114
5.4 The Hull Forward 116
5.5 The Bow Bulb 119
5.6 The Hull Aft 121
5.7 The Stern Bulb 124
5.7 Summary 124
Tutorial 6 - Oil Rig 125
6.1 Introduction - Oil Rig 125
6.2 Starting Out 126
6.3 Pontoon 126
6.4 The Column 128
6.5 The Cross Beams and Diagonals 129
6.6 The Deck Assembly 131
6.7 Assembling One Quarter of the Rig 132
6.8 Assembling an Autohydro Model 133
6.9 Summary 136
Tutorial 7 - Round-bilge General Cargo Vessel 137
7.1 Introduction 137
7.2 Setting up the Parallel Midbody 138
7.2.1 Shifting the Parallel Midbody 140
7.2.2 Forming the Flat-of-side and Flat-of bottom Tangencies 140
7.3 The Bow Section 142
7.3.1 Forming the Bow Section 143
7.4 The Bulb 145
7.4.1 Forming the Bulb 146
7.5 Connecting the Bow to Parallel Midbody via Edge Mate 148
7.6 The Aft Section 149
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7.7 The Stern Bulb 152
7.8 Connecting the Stern to the Parallel Midbody 154
7.9 Connecting Everything Together 154
7.10 Summary 154
Introduction
Introduction
Introduction to Autoship
Once the program is running, the help system is the primary source of
assistance and reference.
This printed guide specifies the system requirements needed to run Autoship,
gives instructions for installing and starting the program, and outlines the range of
available online and printed help resources. The section entitled Tutorials contains
six step-by-step exercises that introduce the basics of designing and modelling
with Autoship.
Both this guide and the online help system (Autoship Help) cover all features
within Autoship Pro. For a list of differences between Autoship Pro and Autoship
Standard versions, see the Introduction section of Autoship Help.
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Introduction
Since its founding in 1980, Autoship Systems Corporation ("ASC") has become
the world's leading PC software developer for the naval architecture and marine
shipping industries.
Our mission is to provide quality software solutions for the marine industry.
Autoship Systems Corporation is the foremost supplier of marine design and
construction programs worldwide, with over a thousand installations in more than
50 countries and an international network of Autoship Dealers. Our roots are in
providing CAD/CAM products for the ship/boat design market, where ASC was
the first to deliver a ship design tool on a PC platform, first to develop a Windows®-
based ship design tool, and was a leader in using the industry-standard Nurbs 3-D
hull modelling tool. Recently ASC broadened its product lines and services, which
now include on-board stability and stowage planning software for ship owners and
marine cargo handlers.
What's New
For detailed information on functions, features, and tools that are new or modified
in Autoship release 10, please go to section labeled "What's New in 10.0" in the
Autoship Online Help System. See also the History.doc and the Readme.doc files.
The application’s documents can be found
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Contact Information
Contact Information
There are two main ways to contact Autoship Systems Corporation:
• Contact our technical support department for technical assistance.
• For other inquiries, contact our head office.
Technical Support:
Our technical support department is available for direct telephone inquiries on
weekdays from 08:00 to 17:00 Pacific Standard Time. You can also fax or email
questions at any time:
Email: [email protected]
Web Site: www.autoship.com
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System Requirements
System Requirements
The following table shows the minimum and recommended system requirements
for running Autoship:
Program Installation
1. Place the CD in your computer.
2. In most cases an "autorun" feature will start the installation program auto-
matically; if it doesn't, then access the disk via either Windows Explorer or
the Start/Run commands, and double-click the Setup32.exe file.
3. A screen will open, listing all the applications available on the disk and the
ASC Program Authorization. Click the application you want to install. Note
that if you do not have a hardware lock pertaining to that application, you
will only be able to run the software in demo mode.
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Program Installation
4. If you have not previously run the ASC Program Authorization from this CD
you will have to do so before the application will run with full feature.
The programs in the ASC CAD/CAM suite use an authorization system with a
hardware lock. A hardware lock is a small electronic device that attaches
either to the parallel or USB port of your computer. You need the hardware
lock in order for Autoship to run in normal mode. Otherwise, the program will
run only in demo mode.
Keep the lock in a safe place when not in use. As outlined in the Licensing
Agreement, you are exclusively responsible for the hardware lock. You may be
required to purchase an additional software license if the hardware lock is lost
or stolen. An Authorization setup tailored for your installation was provided
with your shipment. You may also obtain the latest Authorization setup by
contacting Autoship Technical Support.
The Authorization setup will install the following components:
- the ASC authorization system files
- a Lock Settings utility application to allow you to configure the lock
- the lock drivers.
Before beginning the installation:
- remove the lock from the computer,
- close all running applications.
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Updating Autoship
7. When the Autoship Setup program starts an information message will appear
first. Ensure all other Windows programs are closed, and click Next.
Lock Settings
After installing the Authorization, you may wish to configure the lock using the
Lock Settings utility. The Lock Settings utility is installed with the authorization
system, you will find a shortcut to it on the Start Menu. You are not required to
make any changes to the settings, but if you want to optimize the time required
for the application to find your lock key, it is recommended that you enter the
following values:
- On the Servers tab, enter the name of the computer on which the lock is
attached next to each of the applications you have purchased.
- On the Lock Search Order tab, move the type of lock you have purchased
over to the Selected list.
Note that these settings hardwire where the lock system finds the lock, if the lock
moves to another computer these settings must be updated. If you clear the
settings the lock system attempts to find the lock key by searching all computers.
Updating Autoship
When you update Autoship, the installation procedure is the same as for a new
installation. All necessary program files are updated. No data you have saved will
be adversely affected by updating the installation.
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Getting Started
Getting Started
Introduction
This chapter contains sections that detail:
• Starting Autoship
• Using Autoship and accessing the context-sensitive Help system
• Exiting Autoship
• Upgrading Autoship
To become familiar with the main screens, features, and organization of Autoship,
point at any active window, dialogue, or feature on the screen and press F1. The
highest-level of available Help information will appear for the feature you selected,
and will contain links to more detailed information.
To exit Autoship, go to File - Exit. Be sure to save any changes made to your proj-
ect files before closing down the program.
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Getting Started
Context-Sensitive Help
Many of the controls, display components and dialogues in Autoship have
associated context-sensitive help. On the main screen you can access this by
positioning the mouse pointer over the area you want to know about and press the
F1 key. In most dialogues there is a help button. Both will activate the help system
and display the desired topic.
Technical References
The following technical and theoretical references are provided in the
Help system:
• Basic Concepts - Autoship as a surface modeler, Nurbs .vs.
polygonal models.
• Technical Reference - theoretical basis and detailed explanations of
the functions performed on surface models by Autoship code.
Tutorials
The tutorials in this guide are a series of increasingly challenging step-by-step
projects that help develop the skills needed to use Autoship as a design tool. It is
assumed that users are already familiar with the main screens and tools of the
system and know how to use the Help system to answer basic questions.
Further Training
For advanced and complex projects, you should take an Autoship training course.
Contact Autoship Systems, or your Autoship dealer for schedules and locations of
upcoming courses, or for customized training.
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Tutorial 1
Tutorials
Introduction
This chapter takes you through seven tutorials: Chined Hull Planing Boat; Round
Bilge Hull; Asymmetric Hull Catamaran; Pocket Cruiser; Ro-Ro Carrier; Oil Rig;
and Round-bilge General Cargo Vessel. Completed examples of these tutorial
projects can be found in the public documents special folder, the exact location of
this folder depends on your operating system:
In Window XP or Windows 2000:
Documents and Settings\All Users\Shared Documents\ASC\Autoship\Tutorials
In Windows Vista:
Users\Public\Public Documents\ASC\Autoship\Tutorials.
It is suggested that you first create a new folder to contain the tutorial projects you
will construct (we suggest the folder name MYTUTS).
We recommend that Autoship Pro and Standard users do these tutorials in the
order that they are presented, as the sophistication of the design methods
increases accordingly.
With Autoship there are always, generally, several ways to accomplish a given
task. Often the best approach will be determined by the requirements of
subsequent steps. In these tutorials, we have not attempted to show the only, or
the best way to deal with a certain aspect of the model, but instead have
undertaken to provide a broad base of approaches from which the knowledgeable
user can choose the one best suited for their particular circumstances.
Note: When more information is required than is available in these tutorials,
access Autoship Help through one of these three methods:
• position the mouse over an area of interest on the main screen and press F1
• use the Help menu in the Menu Bar
• use the Help buttons provided in the dialogues.
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Tutorials
1.9 m
10 m
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Tutorial 1
To begin:
1. Select File-New.
3. Select Settings-Preferences.
5. Click the Naval /Aircraft (US) radio button. This orients the coordinate
system so that aft, starboard, and up are positive directions; while forward,
port, and down are negative directions.
8. In the Save Project dialogue box that appears, type MYTUT1.PR4 for the
File Name. Save the project in your new directory called MYTUTS.
9. Click OK.
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Tutorials
ii) Autoship provides the ability to assign colours to curves. In these tutorials,
we'll adopt the convention that 'design' curves will be yellow, 'construction'
curves will be green and intersection curves will be purple. All other curves
will remain red - the default colour.
i) the most important buttons on the screen are the ‘mode’ buttons: Select,
Edit and Create. In the ‘Original’ screen layout, the mode buttons are found
just above the toolbox on the left and they appear in that order. You will use
these three button more than any others and so should remember where
they are, what they do and when to use them.
ii) the most important place to focus your attention is the Object box at the top
right. This tells you what object is currently selected, what type of object it is
and also allows you to quickly access the Navigator. Check this box
whenever you are going to edit something in order to make sure you have
the right object selected.
To create a Reference Point at the Forward End of the Deck:
1. Click the Create Mode button , which places Autoship in Create mode.
3. In the Create Point dialogue, select the Free tab, type the following
information, and click OK.
Field Entry
Point Name Deckfor
Location L = A0.3; T = 0; V = 0.9
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Tutorial 1
4. Hold down the SHIFT key and click the Zoom Extents button to zoom out
in all views. (See Figure 1-2.)
point Deckfor
3. In the Create Curve dialogue that opens, below Curve Name, click the red
bar labelled Colour. In the AutoCAD Colour dialogue, under Standard
Colours, select the yellow box and click OK.
4. In the Create Curve dialogue, select the Free tab, type the following
information and click OK.
Field Entry
Curve Name Deck Edge
Parameters Control Points = 5; Max Degree = 3
End 1 L = 1; T = 1.5; V = 0.8c
End 2 L = 9; T = 1.5; V = 0.8
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Tutorials
5. Hold down the SHIFT key and click the Zoom Extents button (second
from the left at the top left). (See Figure 1-3.)
To attach the forward end of curve Deck Edge to reference point Deck for Curve:
1. With the curve Deck Edge selected, (check the Object Display box at the
2. Ensure that you are working with control points rather than edit points: click
the Control/Edit Points button and see the button change; for edit points,
the points show on the curve in the button; for control points, they do not.
On the main screen, control points are indicated by a circle at each vertex,
edit points are indicated by a square.
3. Select the first vertex (vertex 0). Watch the 'Vert' readout at the bottom left
of the screen to ensure vertex 0 is selected.
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Tutorial 1
5. In the Attach Curve dialogue, Under Action, pick Attach to Point, under
Attach to Point, select Deckfor and click OK. (See Figure 1-4.)
Note: we could have attached End 1 of the curve Deck Edge to the point
Deckfor in the Create Curve dialogue. However, we wanted this curve to
have shape and if we had made the attachment in the dialogue then the
curve would have been a straight line between Deckfor and the aft
coordinates: 9a, 1.5, 0.8.
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Tutorials
3. In the Create Point dialogue, select the Free tab, type the following
information, and click OK. (See Figure 1-5.)
Field Entry
Point Name Chinefor
Location L = 1; T =0; V = 0
2. Select the curve Deck Edge (either click on it or press the Space bar re-
peatedly until it is selected - watch the Object Display box.)
3. Hold down the SHIFT key and click the Clone button (top centre of toolbox)
to copy the Deck Edge curve.
4. In the Copy dialogue, under Name for Copy change the name to Chine
and click OK.
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Tutorial 1
Note the new curve, Chine, is yellow and in the same position as the
Deck Edgecurve.
1. Make sure that the curve Chine is selected. (If it isn't, press the Space bar
repeatedly until the Object Display box at the top-right of the screen
shows Chine.)
3. In the Move Selection dialogue, for V enter -1.3 and click OK. (See Figure
1-6.) If the Move Selection dialogue does not appear, then you have
probably left-clicked on the Move button. To recover, press ESC on your
keyboard and then right-click on Move.
To attach the forward end of the curve Chine to the point Chinefor:
2. Select vertex 0 of the curve Chine, by clicking on that vertex. Watch the
'Vert' readout at the lower left of the screen to ensure vertex 0 is selected.
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Tutorials
4. In the Attach Curve dialogue, Under Action, pick Attach to Point, under
Attach to point, select Chinefor and click OK.
3. With the Chine curve selected, right-click the Move button. In the Move
Selection dialogue, for T enter P0.3 and click OK. (See Figure 1-7.)
Note: since the forward end of the Chine is attached to Chinefor, the curve
will change shape when it is moved.
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Tutorial 1
5. Suppose the chine had to pass through the points L=2.25, T=.8 and L=4.8,
T=1.175, here's an easy way to set that up: Select the Chine curve, switch
to Edit Mode and right-click the Edit Mode button. The Curve Editor
dialogue shows the positions of the edit points on the curve. Set point 1 to
L=2.25, T=.8 and point 2 to L=4.8, T=1.175 and click Fit. Just like the main
screen, the Curve Editor dialogue has a toggle for control/edit points. Be
sure this is set to control points. If the button at the right is labeled Fit then
edit points are selected.Click the 'x' in the top right to close the dialogue.
6. You may wish to switch to S Side view and edit the shape of the Chine
curve by moving the vertices up or down.
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Tutorials
4. In the Create Curve dialogue, select the Free tab, type the following
information, and click OK. (See Figure 1-9.)
Field Entry
Curve Name Centreline
End 1 L = 1; T = 0; V = -1
End 2 L = 9; T = 0; V = -1
Colour Yellow
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Tutorial 1
This design calls for the stem section below the chine to fair smoothly into the
straight stem section above the chine. Currently, the Centreline curve defines the
stem below the chine and the straight stem is a line drawn from the forward end of
the Deck Edge curve to the forward end of the Chine curve. In Autoship, the end
of a curve lies at the same position as the end control point, and is tangent to a
straight line drawn from the end control point to the next control point. Therefore,
by re-positioning the second control point of the Centreline curve, we can ensure
the stem section below the chine is tangent to the straight stem above the chine.
To achieve this, the second control point could be located anywhere below the
chine on the extension of the straight stem line.
To position the vertex:
1. With the curve Centreline selected, and in S Side view, make sure you are
in Control Point mode.
2. Select vertex 1.
Note: We have calculated the intersection of the straight stem line with
V = -1 (the current height of vertex 1) to be at L = 1.83A
4. Adjust the curvature of the fore foot by moving vertex 2 of the Centreline
directly forward. (See Figure 1-10.)
Tip: use the left-right arrow keys on the keyboard to avoid moving
the vertex up or down. Use F3 and F4 to switch between the points
on the curve.
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Tutorials
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Tutorial 1
3. In the Create Surface dialogue, select the Developable tab, type the
following information, and click OK.
Field Entry
Surface Name Bottom
Curves Chine
Centreline
Start Options Straight
End Options Extrapolate Curvature
Spread fan Tips Check
Notes: Start Options governs the beginning edge of the surface (s = 0),
End Options governs the ending edge (s = 1). "Straight" causes the edge
of the surface to be a straight line between the ends of the two curves.
4. Click the Mesh button (near the top middle of the screen) to see the
ruling lines. (See Figure 1-11.)
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Tutorials
2. In the Create Surface dialogue, select the Rule tab, type the following
information, and click OK.
Field Entry
Surface Name Topsides
Curves Deck Edge
Chine
3. Click the Mesh button to see the ruling lines. (See Figure 1-12.)
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Tutorial 1
2. Right-click the Contours button (near the top centre) to open the
Contours dialogue.
Tip: Click the Stations radio button, set Station Spacing to 1, click the
Group button, set Last to 10 and Step to 1 and click OK. Click the
Buttocks radio button, click the Group button, set Last to 2 and Step to .5
and click OK. Click the Waterlines radio button, click the Group button and
click OK. Click OK once more to exit the Contours dialogue.
5. With both surfaces selected, click the Contours button. To select more
than one object, click on the outline of one object with the mouse, hold
down SHIFT and click on the outline(s) of the other object(s). Remember
that there are also curves at the top and bottom edges of both surfaces, so
if you click there you may select the curve - check the Object Display box
at the top right. To be sure to select the surface in this case, you can either
select the aft edge of the surface or turn off visibility of curves.
6. Experiment with modifying the lines by moving the two reference points
Deckfor and Chinefor and editing the shape of the curve Chine to see how
they affect the two surface panels. Remember to update each surface by
selecting it and then clicking on Edit - Regenerate.
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Tutorials
3. Make sure the Rows/Columns button at the top of the screen is showing
Columns. Click on it to toggle between rows and columns.
Note: The rows and columns of a surface may not be oriented the way you
expect. For ruled and developed surfaces, the rows always match the
curves used, thus the columns are oriented the opposite way their names
imply. For columns, the Rows / Columns button (near the top centre)
should show vertical lines.
5. Click the Add Row or Column button (make sure you are working
with columns, not rows). Note that the Add process adds another column
of vertices between the currently selected column and the next column.
6. In the Insert dialogue, pick Proportional Interpolation and enter .35 for
Proportion. (This percentage works out well for the flair shape.) Click OK.
7. In the top view, use the mouse to pick and drag the second vertex (Row 1,
Col 1 - check the lower left of the screen), and perhaps also the third
vertex, aft and inboard slightly. (See Figure 1-13.)
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Tutorial 1
You will notice that the stations display as straight lines rather than curves.
This is because the curvature and resolution of the surface Topsides are
still at the low values that a ruled surface is created with.
9. With the surface Topsides selected, right-click in one of the views, click
Column Degree and set it to 2.
10. Right-click in one of the views, pick Navigator and change Col Res to 20:
double-click on the existing value, type in 20, press Enter and then click
Apply at the bottom right of the dialogue. Click the “x” at the top right of
the Navigator to close it.
11. You'll notice the vertices of Col 1 are green while the other vertices on the
surface are yellow. This means they are set to be a corner, or chine
(because you switched from Degree 1 to Degree 2 on a ruled surface).
Toggle Col 1 to not be a corner by clicking on the Toggle Corner button
at the top right of the toolbox.
12. Experiment with the shape by moving these one or two vertices aft/
inboard and forward/outboard. Note that the new shape of the contours
are shown with dotted lines until you release the mouse.
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Tutorials
Note: if you move the Col 1 vertex at the stem to develop curvature in the
stem, you will destroy the smooth transition of the stem to the fairbody. If a
curved stem is desired, you will have to calculate a new position for vertex 1
of the curve Centreline based on the relative positions of surface Topsides
Col 1 and Col 2 vertices at the stem, move the vertex and then regenerate
the Bottom surface.
13. Turn off contours and switch to Select mode to begin the next exercise.
2. In the Create Curve dialogue, select the Arc tab, type the following
information, and click OK: (see Figure 1-14.)
Field Entry
Name Transom Shape
Plane Top
Centre L = 0, T = 0, V = 0
Angles Start = 0
End = 25
Semi Axes Circular checked
Radius = 4
Colour Green
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Tutorial 1
2. In the Create Surface dialogue, select the Extrude tab, type the
following information, and click OK: (see Figure 1-15.)
Field Entry
Surface Name Transom
Curve Transom Shape
Vector L = 0, T = 0, V = 2
Column Mesh Number = 2
Max Degree = 1
Note: we could have created the transom at the intended rake angle by
specifying an "L" component for Vector. However, this would not have
resulted in a true cylindrical surface.
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Tutorials
3. In the Rotate dialogue, type the following information and click OK.
(See Figure 1-16.)
Field Entry
Axis Transverse
Angle 9
Centre L = 0, T = 0, V = 0
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Tutorial 1
2. Drag the Transom surface to a position at the aft of the vessel where it
extends above the Topside surface and below the Bottom surface, and
then release the mouse button.
Tip: The movement of the object originates at it's base point - which in this
case is at the origin. (See Figures 1-17 and 1-18.)
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Tutorials
In order to be able to trim surfaces to each other, we must obtain what are
termed "Intersections".
To generate the Intersections:
4. Select both the Transom surface and the Bottom surface (click the
outline of one, hold down SHIFT and click the outline of the other).
Now, to trim the surfaces. The Topside and Bottom will be easy because
the intersection runs from edge to edge. We will have to do some work to
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Tutorial 1
trim the transom because the intersection is not closed (runs from one
edge to anoth-er or starts and ends at the same point).
To trim the transom, we will convert the intersections to curves, join them and then
add another portion to trim off the top of the transom.
Field Entry
Name Transom Trim1
Colour Purple
Intersection Bottom - Transom
Host Transom
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Tutorials
5. At the main screen, click the Show Surfaces button to turn off the
visibility of surfaces.
7. Click the Show Points button to turn off the visibility of points.
11. In the Join Curves dialogue, under New Name enter Transom Trim,
under Join Transom Trim1 + select the curve Transom Trim2, uncheck
Keep Originals, set the colour to purple and click OK. Click OK to exit
the dialogue.
12. In order to use the new curve Transom Trim to trim the Transom surface,
it must be a "closed" curve. This means both ends of the curve must
either contact a surface edge or be positioned at the same location. In
the absence of a deck surface with which to obtain an intersection curve
to trim off the top of the Transom surface, we will extend the top of the
curve Transom Trim to the centerline edge of the surface.
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Tutorial 1
If the top vertex is already selected, then the curve starts at the top. If the
bottom vertex is selected then the curve starts at the bottom.
If the curve starts at the top: click the Add Control Pt button. In the Insert
dialogue, set Proportion to 0 and click OK. Press F3 to move to the first
vertex of the curve - check that the readout at bottom left shows Vert 0.
If the curves starts at the bottom: select the second-from-the-top vertex,
click the Add Control Pt button. In the Insert dialogue, set Proportion to 1
and click OK. Press F4 to move to the last vertex of the curve.
15. Move the new end vertex to the centreline: click in the T coordinate box
at the upper left of the screen, type 0 and ENTER.
16. If necessary, use the arrow keys on the keyboard to move the vertex up
or down to cause the upper portion of the curve to be horizontal.
17. Pick the vertex at the top outboard corner of the transom and click the
Toggle Corner button to create a sharp corner in the curve.
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Tutorials
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Tutorial 1
1. With the group just created selected, click the button showing Group
beside the Object Display box in the top right corner of the screen to
open the Group Editor.
2. Add the Centreline curve: under Objects, in the Select frame, click the
Curve radio button; from the pick list below that, select Centreline; click
the Add button.
3. Add the Chine and Deck Edge curves the same way.
1. Click the Report - Create - Offsets menu option. At the Offset Table
dialogue, set a meaningful tolerance and click OK.
2. The Report Editor will appear to display the offsets table, you may have
to click the Autoship Report Editor button at the bottom of the screen to
have it maximized. Note that the first three tables indicate station, buttock
and waterline locations and give them a number that will be refered to in
the offset tables. The fourth table shows curves and a number. The fifth
table shows heights and the sixth table shows half-breadths at the
currently defined stations, buttocks and waterlines.
When you are done viewing the report, click anywhere on the main screen,
or click the "X" button at the top right of the report editor to return to the
main screen.
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Tutorials
1. Click the small H button below the toolbox at the left of the screen to
open the Instant Hydrostatics window.
2. In the Instant Hydrostatic window that appears, click the Group button.
Note: the Depth box shows the "default" depth value originally entered with
the Project Info when setting up the project. We didn't actually enter a
number, so the depth defaults to zero. This is the distance from the ori-gin
to the waterline. You can type a different value in the Depth box, or restore
the default by clicking on the R button to the right of Depth. The Update
button calculates the hydrostatics for this depth. Alternately, you can type in
values for Wight and LCG and click the S button to the right of Wight to
have Autoship find the depth and trim corresponding to the given mass and
LCG and then show the hydrostatics for that water-line.
5. Click the small H button below the toolbox at left of the screen to close
the Instant Hydrostatics window.
1. Select the group you last created (check the Object box at the top right
of the screen- it may already be selected).
3. In the Hydro Parameters dialogue that appears, set the depth to -.4 and
click OK.
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Tutorial 1
4. The Report Editor will open up and display the hydrostatics just
calculated. Re-size the report window to full size by clicking in the middle
box in the upper right corner. The scroll bar at the right can be used to
shift the report up or down.
5. When finished, click the Clear Report button (the "x" button) near the
upper left corner and answer No at the …save changes prompt. This will
erase this report.
6. Click either the "-" button or the "X" button at the upper right to return to
the Autoship main screen.
1.14 Summary
You have been shown how to create two types of surfaces-the developable and
ruled surfaces-and you have seen how these surfaces depend upon curves. You
have also worked with embedded curves and have explored the uses of
reference points for attachments. And you have also seen how to obtain offsets
39
Tutorials
and hydrostatics.
40
Tutorial 2
Tutorial 1 demonstrated how to create a hull using developable and ruled surfaces
and how to create and fit a cylindrical transom. It also outlined various uses for
curves, introduced the idea of attaching the end of a curve to a point and dis-
cussed the topic of tangency at the end of a curve. In addition, it demonstrated
how to obtain offsets and hydrostatics.
Tutorial 2 introduces additional methods of creating and refining curves and sur-
faces. It demonstrates two methods for forming a hull shape: by extruding a sur-
face from a midship section and by lofting a surface through given sections; and
one method to create and fit a deck.
41
Tutorials
2. Select Settings - Units. Pick Meters and Tonnes, and click OK.
42
Tutorial 2
5. Pick Naval/Aircraft (US). This orients the coordinate system so that aft,
starboard, and up are positive directions while forward, port, and down are
negative directions. Check that L, T and V appear under Label. If not, click
Naval/Aircraft (Int.) and then click Naval/Aircraft (US).
6. Click OK in the Coordinate System dialogue box and click OK again in the
Preferences dialogue box.
7. Select File - Save As. In the Save Project dialogue box that appears, type
MYTUT2.PR4 for the File Name. Save the project in your new directory
called MYTUTS.
8. In the Project Info dialogue box, under Name, type a descriptive message
for the project, such as Tutorial 2. Note the Design Depth box at the
bottom of the dialogue - this is to provide a starting point for the Instant
Hydrostatics calculations. Set Design Depth to 1.1. Click OK.
In this exercise you will learn how to create and form curves by creating a mid-
body curve and matching it to a circle. You will also learn how to create a surface
by extruding the midbody curve forward to form the forward half of the hull.
3. In the Create Curve dialogue box that appears, select the Free tab to
create a free curve.
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Tutorials
4. Type the following information and click OK when you have finished.
Field Entry
Curve Name Midship Curve
Parameters Control Pts = 3
MaxDegree = 2
End 1 L = 0, T = 0, V = 0
End 2 L = 0, T = 14, V = 18
(the values of max half-beam and depth)
Colour Set to Yellow
Note: For this model, the longitudinal origin is at midships. We have created
the midship curve at L = 0, thus positioning it at midships.
2. If the Midship Curve is not selected (when selected, the object's name
appears in the Object box at the top, right of the screen) select it by
pointing at it with the mouse and clicking the left mouse button.
44
Tutorial 2
3. Click the Edit Mode button. This places the program in Edit mode and
displays the vertices that make up the curve.
Ensure that you are working with control points rather than edit points. Click
the Control/Edit Points button and see the button change. For edit points,
the points show on the curve in the button; for control points, they do not.
On the main screen, control points are indicated by a circle at each vertex,
edit points are indicated by a square.
4. Select the middle vertex and drag it to max beam and to the baseline.
Watch the LTV readout at the lower left of the screen. Release the mouse
button when the vertex is at T = S14 and V = 0 and press ENTER.
(See Figure 2-3.)
Tip: To position the vertex easily, switch to Grid Mode and set the Snap to
1: click the Grid button to turn Snap off and turn Grid on, increase snap by
10 times by pressing the "+" key or the up arrow at the right of the snap
value, decrease with the "-" key or the down arrow.
45
Tutorials
5. Make the middle vertex into a knuckle point: with the middle vertex
selected, click the Toggle Corner button (top, right in the toolbox). Note
that the vertex changes to green in color.
1. While still in Edit Mode, with the middle vertex selected, click the Radius
Corner button.
2. In the Fillet dialogue box, specify a radius of 1.0, and click OK.
Note: This turns the selected corner vertex back into a regular vertex and
adds two new vertices as knuckle points. (See Figure 2-4.) A surface
extruded from this curve would have two knuckle lines (rows) along its
entire length and so would be difficult to work with. We will remove the
knuckle points while retaining the radius by working from a ‘template’.
1. First, with the middle vertex selected, note the weight ("W") value at the
left. Normal vertices are set to 1. This vertex has been set to .707 by the
radius routine.
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Tutorial 2
4. In the Create Curve dialogue box that appears, select the Arc tab, type the
following information and click OK when you are finished.
(See Figure 2-5.)
Field Entry
Curve Name Bilge Circle
Plane Front
Centre T = S13
V=1
Semi-Axes Circular - checked
Radius = 1.0
Angles Start = 0
End = 360
5. Zoom in on the Bilge Circle curve: click the Zoom button, point above and
to the left of the top of the curve, hold the mouse button down and drag a
'zoom box' diagonally to below and to the right of the bottom of the curve
and then release the mouse button.
1. Select Midship Curve. (Press the space-bar to scroll through the objects,
watch the Object Box at the top, right of the screen.)
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Tutorials
4. Insert a new vertex after vertex 1: click vertex 1. Look at the 'Vert' display at
the lower left of the screen to make sure you have the correct vertex. Note:
the F3 and F4 keys scroll through the vertices.
6. In the Insert dialogue box, select Refine and click OK. Refine inserts
another vertex without changing the shape of the curve.
In order to avoid having longitudinal knuckles in the hull shape, we must remove
the knuckle points in the Midship Curve.
2. Select vertex 4 and click the Corner button. This turns the two knuckle
points into regular points.
3. Use the arrow keys on the keyboard to move the lower points (vertices 1
and 2) transversely and the upper points (vertices 3 and 4) vertically until
the bilge radius portion of the midship curve is the same shape as the
template curve. You may have to adjust the snap value in order to move the
vertices by small distances. (See Figure 2-6.) Remember to press ENTER
when you have finished positioning each vertex.
Tip: Note that vertex 2 is at 13.4142 or .4142 outboard of the centre of the
bildge radius (13.0). If we position vertex 1 a .4142 inboard of the centre of
the bilge radius, we should have a proper arc. Set the snap value to .4142
and move vertex 1 inboard one snap to 12.5858. Move vertex 4 upwards
one snap to 1.4142. Recall, the last snap operation was done with the Grid
option so be sure to press the Snap button before moving any vertices by
this method.
48
Tutorial 2
Note: Visualize straight-line segments between the vertices. The degree 2 curve
generated is tangent to these straight line segments and contacts the halfway
point of the segment. The Arc type curve is an exact circular arc while the
matching operation creates a parabolic approximation.
This exercise introduces the extrusion surface type. The extrusion method creates
a surface by advancing a given curve along a straight path, thus sweeping out the
surface. We will extrude the midship curve to create a surface that will become the
forward part of the hull.
49
Tutorials
In the Create Surface dialogue box, select the Extrude tab, type the following
information, and click OK:
Field Entry
Surface Name Foreship
Curve Midship Curve
Vector L=F120 (the entire forebody length from midship)
Col Mesh Number = 3, Max Degree = 2
Note: This creates a surface with three columns, as specified, and six rows
copied from the six vertices on Midship Curve. (See Figure 2-7.)
3. Click the Para view button. Rotate the view with the scroll bars at the right
and bottom to get a good look at the surface.
50
Tutorial 2
1. Ensure you are working with columns by clicking the Rows/Columns but-
ton, if necessary – on this surface, rows appear as horizontal lines and col-
umns as vertical lines.
2. Select the column at the forward end (furthest from the circle template):
click its top control point. The readout at the left of the screen should
display Row 5, Col 2.
4. Click the Front view button. You may have to click Zoom Extents.
51
Tutorials
6. With the topmost vertex selected, click the Straighten button and then click
the vertex at the baseline/centreline. This will move all the vertices in
between the two vertices you selected to the centreline. (See Figure 2-9.)
7. Click the Top view button to see the effect. (See Figure 2-10.)
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Tutorial 2
1. Click the S Side view button. (Make sure Foreship is still selected and you
are in Edit Mode.)
4. Select the bottom vertex. Then, watch the Row display at the bottom-left of
the screen and press the F4 key repeatedly to switch to the next vertex up
the column. Note the position of each vertex, as several are in the same
position. Press the F3 key to switch to the next vertex down the column.
5. Move the edit points longitudinally and vertically until you get the desired
bow profile. You can drag the vertices with the mouse, or move them with
the arrow keys on the keyboard. You may have to reduce the Snap value to
have the vertex move by a small enough distance. Remember to press
ENTER after positioning each vertex. (See Figure 2-11.)
6. Ensure that the bottom of the bulb fairs smoothly into the flat bottom by
switching to Control Point Mode and positioning the Row 0 and Row 1
vertices at V = 0.
7. Change back to displaying all columns by clicking the Isolate button, zoom
out (click Zoom Extents) and switch to four views (4 View button).
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Tutorials
In this exercise, we will round out the bow (in plan view) by adding another column
of vertices and then use this column in conjunction with the column at the cen-
treline to form the bow radius and also to ensure tangency across the centreline.
1. Select the middle column (Col 1) by clicking on one of it's vertices. (To
do this, Foreship must be selected and you must be in Edit Mode with
Isolate off.)
2. Click the Add Row or Column button. (Make sure you are working with
columns, not rows.)
Note: The Add Row/Column button is not activated when a vertex at the
'ending' edge of a surface is selected (i.e. row 5.) You must be on any other
vertex in the column to have the Add Row/Column button activated.
54
Tutorial 2
Note: At it's edges, a surface is tangent to the straight line drawn between
the edge control point and the next control point inside the surface. Having
the vertices on the new column exactly outboard of the vertices on the
centreline column forces the forward edge of the surface to meet the
centreline at 90 degrees when viewed from above.
3. Working only on the new column in the Front view (turn on Isolate), move
the vertices away from the centreline to create the necessary rounding.
Remember that these points are on the surface. Tangency is ensured
across the bow because these points can only be moved transversely.
(See Figure 2-13.) The bottom vertex should stay at T = 0.
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Tutorials
This exercise examines some of the functions and tools used for fairing.
6. Select Settings - Contours. To help visualize the surface, we will now set
some stations, waterlines and buttocks.
7. In the Contours dialogue box (right-click on the Contours button at the top,
centre of the screen):
Set buttocks: Click the Buttocks radio button, click the Group button, and
set First to 0, Last to 13, and Step to 1, and then click OK. This creates
buttocks from 0 to 13s at every metre.
8. Click the Contours button to make all contours visible. You can see all
contours in all views by checking the setting Setting - Preferences -
Display Contours in All Views.
56
Tutorial 2
9. In Front, S Side and Top views, fair the shape by modifying the control (or
edit) points on the column you just inserted,plus the one in front of it, until
you achieve, roughly, the forward shape that you want. Then switch to rows
for editing. Try to keep the rows as smooth as possible.You may find it
helpful to increase the resolution of the surface so that the contours are
drawn smoothly: right-click on the drawing screen, pick Navigator, for
Forseship surface, set the Row Res and Col Res to 60 – double-click on
the value there, type 60 and press Enter, click Apply and exit the Navigator.
Tip: To maintain what will be the flat of side, do not move the vertices of
columns 0 or 1 transversely or vertically.
Autoship's fairing tools consist of the Curvature / Normals, the
Contour Curvature, the Curvature Window and Gaussian, Mean and
Absolute Curvature.
• To get a porcupine plot, when viewing Edit points, click the Curvature/
Normals button on the Display toolbar. It is best to use this feature with the
Isolate button on. The porcupine plot displays the curvature of the row or
column as a series of spines radiating from the row or column. The length of
the spine indicates the relative curvature along the row or column. Note the
setting Settings - Invert Curvature Display which plots the spines as 1/
curvature, thus showing the relative 'straightness' along the row or column.
• The Contour Curvature displays spines similar to the Curvature / Normals,
but these come from the contours rather than the surface mesh.
• The Curvature window is turned on and via the ”C” button to the left, just
below the toolbox. It plots the relative curvature along the row or column as
a function of row/column length. Vertex positions are shown as vertical tick
marks. This window can be re-sized and moved.
• Gaussian Curvature, Mean Curvature and Absoloute Curvature are
found under the View menu. A rendered image will appear in the Para view
window. These options display the curvature as a color plot. Mean curvature
shows the average of row curvature and column curvature and is best used
for seeing the relative curvature across the surface. Gaussian Curvature is
the product of row curvature and column curvature and is good for an
indication of "buildability" - the more white (flat or single curvature)
appearing, the easier the surface is to construct. Note the setting Settings -
Preferences - Curvature Display - Color Compression Index which sets
the scaling factor for curvature-to-visible-spectrum for the color plot.
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Tutorials
• Refer to the on-line help for details about using these fairing tools.
10.To see the results of your work, click the Para view button and rotate to the
desired view. Then Select View - Render to render the surface.
(See Figure 2-14.)
A flat-of-side for the foreship section is most easily accomplished with the aft-
most three columns. In our model, Column 0 is located at midship, column 1
will become a knuckle line and so define the forward end of the flat-of-side, and
a new column 2, further forward, will be used to ensure the curved side blends
smoothly into the flat side. If the rows of control points passing through these
three columns are always in a straight line then the surface will be tangent and
fair at the knuckle column.
To control Flat-of-Side:
4. Ensure that you are in Column mode and turn off Isolate, if necessary.
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Tutorial 2
6. In Top and Side views, move the vertices longitudinally (but not
transversely or vertically) until they are at the correct location to define the
forward end, or tangency, of the flat-of-side. Do not worry about getting the
locations exact - you can move them again later. (See Figure 2-15).
Note: To ensure the vertices move longitudinally only, use the arrow keys
on the keyboard or turn on Ortho and drag the vertices. When using
Ortho, also use Snap or Grid.
Now we will add another column ahead of the knuckle column to ensure tangency
across the knuckle column:
3. Select the top vertex of column 2 and click the Isolate button. (This vertex
is superimposed on the top vertex of column 1. When you click
superimposed vertices, the one with the lowest number is selected. You
may have to use the F3, F4 and F5, F6 keys to select the correct one.)
4. We are going to drag this entire column forward. To be sure we won't move
it up or down, toggle on Ortho.
5. In Side view, drag the entire column forward by pointing at the top vertex in
column 2 and, while holding the left mouse button down, move the cursor
some distance forward, then hold down the SHIFT key and release the
mouse button.
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Tutorials
6. Turn off Isolate and in Side, Top and Front view, arrange the points of
column 2 and 3 to fair in the forward sections. Remember to not move
column 2 vertices transversely or vertically. (Figure 2-16.)
You could generate the aft body as you did the foreship. However, we suggest
another method: a lofted surface. A lofted surface is generated from a set of
curves by linking like-numbered parameter values on the curves.
We will create the aft hull shape by lofting a surface between two curves: the mid-
ship curve and one we will create to describe the aft profile. Later, we'll add more
columns to fill and form the shape.
60
Tutorial 2
3. In the Create Curve dialogue box, select the Free tab, type the following
and click OK:
Field Entry
Curve Name Stern Curve
Parameters Control Points = 8; Max Degree = 2
End 1 the centreline-baseline at the aft end of the
vessel (L=100A, T=0, V=0)
End 2 the top of the transom at centreline
(L=120A, T=0, V=U18)
Colour Yellow
4. Click the S Side button, go to Edit mode and click Grid. Turn off Ortho if it
is on.
5. Zoom in on the curve: click the zoom button, point above and to the left of
the top of the curve, hold the mouse button down and drag a 'zoom box'
diagonally to below and to the right of the bottom of the curve and then
release the button.
6. Drag the control points to form the aft profile. For tangency along the
centreline, position vertex 1 at V=0. Be careful to not move the topmost or
bottom-most points. Refer to Figure 2-17.
7. In Front view (or Back view) move vertices six and seven outboard to form
the transom. Refer to Figure 2-17.
Note: To form the shape easier, you may want to toggle the vertex at the
bottom of the transom (vertex 5) to a corner.
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Tutorials
3. In the Create Surface dialogue, name the surface Aftship and select the
Loft tab.
5. In the Available Curves list box, click Midship Curve and then the Add
button, and then Stern Curve and Add again.
6. Click OK.
The Aftship surface has only two columns - the forward edge at Midship curve and
the aft edge at Stern curve. Consequently, the highest that row Max Degree can
be is 1 (maximum = the number of columns minus 1), so there is no curvature in
the longitudinal direction. Also, the forward and aft edges of the surface, the sur-
face columns, are shaped the same as the curves they were derived from but are
not connected to the curves in any way. To keep the shape of these two columns
the same as the curves, we must not move any of their vertices.
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Tutorial 2
A note on Lofted surfaces: as you have seen, the loft function joins the vertices of
one curve to another as rows to form a surface. But the actual join operation may
not be clear and it is important to understand the result. In the case just seen, it is
obvious that the bottom vertex on the midship curve is connected to the bottom
vertex on the Stern curve, and top vertex to top vertex. However, the midship
curve has six vertices and the Stern curve has eight while the lofted surface just
created has twelve rows. Since six vertices cannot be joined directly to eight verti-
ces some rows need to be added to make up the difference. How to handle the
difference is controlled by the exact parameter value of each vertex on each curve
– one row is created for each separate parameter value that occurs. To under-
stand more, check the Help system for parameter.
First, though: If you set vertex 5 of Stern Curve to be a corner then Aftship has a
knuckle row (the diagonal line) corresponding to the corner. To keep the shape of
the Stern Curve, you must leave the arrangement of the aft-column vertices alone,
however, you can turn off the knuckle behaviour and still have the corner shape as
two rows are superimposed and so the two superimposed vertices behave as a
corner. Be careful, though, in selecting the correct row, as clicking on it will pick
the lower-numbered one and it is the higher-numbered one that is the corner.
Then, except for the aft-most column, you can move the super-imposed rows fur-
ther apart.
2. In the S Side view, select the column at the forward end of the Aftship
surface and click the Add button. (Make sure you are in Column mode,
not Row mode and do not have the top vertex selected.)
4. Click the Isolate button to work on the new column (Col 1) without
interference from the column that was copied. (Check that Col 1 is
selected – look at the bottom of the information on the left of the screen.)
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Tutorials
5. Select the top vertex and pull it straight aft to roughly where you want
the flat-of-side to end and then hold down the SHIFT key and release the
mouse button. Be careful to not move the vertex vertically: watch the
cursor coordinates and compare the cursor's vertical value to the vertex's
vertical coordinate. The job will be easier if you turn on Ortho.
7. In both S Side view and Top view, modify column 1 to form the aft end of
the flat-of-side. Remember to move the vertices longitudinally only.
10. Move the Column 2 vertices directly aft to ensure tangency at the flat of
side. Don't move them transversly or vertically.
In Top view the surface appears as straight lines (not curved). This is
because the Row Max Degree is only 1. We'll attend to that now.
11. Right-click anywhere in the drawing screen. Click Col Degree and then
pick 3.
12. Open the Navigator , for Aftship set Col Res to 40. Also, set Row Res to
60 to allow better display of the surface shape (double-click on the value
to edit the number). Click Apply and close the Navigator.
The goal in fairing a surface is to get the rows and columns to flow as smooth
lines. Start with the Control Points to be sure the basic mesh is smooth, then
progress to smoothing out the Edit Points. Fine tune the vertex positions by look-
ing at the Mean Curvature. If necessary, add another column or two ahead of the
aftmost column to aid in fairing. You can also add more rows, however be aware
that you might adversely affect the shape at midship.
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Tutorial 2
1. Click the Create Mode button and the Create Curve button.
2. Select the Arc tab, enter the following and click OK.
Field Entry
Curve Name Circle
Plane Side
Centre On the centreline,at an appropriate position for the
bowthruster (we used: 110F, 0T and 3U)
Angles Start: 0; End: 360
Semi Axes Circular: Checked
Radius: An appropriate radius, we used: 1.1 m
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Tutorials
3. Change to S Side view and zoom in on the area around the forward part
of Foreship. (See Figure 2-20.)
1. Ensure that the Circle curve is selected and click the Set Base
Point button.
2. Click near the centre of the Circle curve. This will move the base
point from 0,0,0 to the location just clicked on.
4. When you move the cursor into the view, you will see a "rubber band"
originating from the curve's "base point". Position the bilge circle at the
new location and click the left mouse button. Note that the base point has
moved also.
Note: We moved the base point first to avoid confusion: because the
rubber band originates from the base point and the base point was at the
origin, then the base point would not have appeared in the current zoom,
consequently the rubber band would have started from somewhere off the
screen. The rubber band indicates the relative displacement of the curve -
the curve will move by this amount from it's current location, not to the
position indicated by the cursor.
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Tutorial 2
Projecting the Circle curve onto the hull surface produces a new curve that is
embedded on the hull. An embedded curve will adapt itself to any changes in the
host surface.
3. Select the Projected tab, enter the following and click OK:
Field Entry
Curve Name Thruster Curve
Projection Side
Type 2
Source Curve Circle
Host Surface, Foreship
Colour Light Blue
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Tutorials
2. Click the Trim button. In the Trim Surface Foreship dialogue box, pick
Thruster Curve_Embed and click OK. The program will show various
trim options and prompt you with "Keep this domain". Answer No to the
option not wanted, and Yes to the option wanted.
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Tutorial 2
4. In the Create Surface dialogue, type the following and click OK:
Field Entry
Surface Name Thruster
Curves Circle; Thruster Curve_Embed
Note: If the surface Thruster appears as a tie, or hourglass, then you must
change the direction of one of the curves and regenerate the surface. The
direction of a curve is shown by a small arrow near the beginning of the
curve when in Select mode. The arrows on both curves should point the
same direction. To change the direction of a curve, select the curve, then in
Edit mode click the Reverse Ends button. Then update the Thruster
surface by selecting it and clicking on Edit - Regenerate Object. Note that
if you reverse the embedded curve used to trim the surface, you will have
to re-do the trim operation.
6. In Select mode, select both the new Thruster surface and the Foreship
surface. (Select one, and then while holding down the SHIFT key, select
the other - you must click the outline of the surface.) Note that the object
box at the top of the screen displays "Multiple Select".
8. In the New Group dialogue, change the name to Hull Fwd , un-check
Make Components Invisible and click OK. Note the Make Comps
Invisible checkbox. If checked, the visibility of the two surfaces will be
turned off in the Navigator. This may cause confusion later, because you
will not be able to see the surfaces again until you go to the Navigator
and turn on their visibility.
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Tutorials
9. If it is not selected, select the new group Hull Fwd and select View-
Render to see the result. (See Figure 2-23.) Use the slider bars at the
right-hand side of the screen and the bottom of the screen to rotate the
view. You may have to use the zoom controls at the top of the 3D view –
not at the top of the main screen.
This exercise introduces the camber curve type, the sweep surface type and
trimming one surface to another. Autoship can create parabolic camber curves,
or you can design your own camber curve. In this exercise, we will use a
parabolic curve. In it's simplest form, a sweep surface advances one curve (the
pattern curve) along another curve (the guide curve), thus "sweeping out" a
surface. We will sweep a camber curve along a sheer at centreline curve to
create the forward deck, obtain the intersection with the hull and then trim the
deck at that intersection.
1. Turn off render by clicking on View - Render, switch to Para view, if not
already on, and click the Zoom Extents button.
1. Click the Create Mode button and the Create Curve button.
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Tutorial 2
Field Entry
Curve Name Deck Camber
Projection Front
Style Half
Dimensions Breadth: A value slightly larger than the
vessel's half-breadth, we used 14.1m
Height: For a 1:50 camber, use .28
Colour Bright Green
Look closely under the midship curve to see the Deck Camber curve - it
starts at 0,0,0.
1. Click the Create Mode button and the Create Curve button.
Field Entry
Curve Name Fwd Sheer at Centreline
Parameters Control Points = 4; Max Degree = 3
End 1 L = 0, T = 0, V = U18
End 2 L = F120, T = 0, V =U18
Colour Bright Green
4. Ensure the forward end of this curve is slightly ahead of the stem at
centreline: go to S Side view and zoom in at the top of the stem. If the
curve does not extend slightly forward of the stem, select the curve, go to
Edit mode, select the forward-most vertex and, using the arrow keys on
the keyboard, move the vertex forward until it is a small distance ahead
of the stem.
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Tutorials
5. If you wish to create some sheer in the deck, in Edit mode and S-Side
view and move the aft three vertices downwards to form a smooth curve.
Field Entry
Surface Name Foredeck
Pattern Curves In the upper box, pick Deck Camber
Guide Curves In the upper box, pick Fwd Sheer at
Centreline
Options Parallel: Checked
Note: Parallel will maintain the original upright orientation of the camber
curve as it sweeps out the surface, just as deck beams would be placed. If
Parallel was not checked, the relationship between the two curves would
be maintained, thus, in order to keep perpendicular to the guide curve as
the guide curve bends due to sheer (if there is sheer), the pattern curve
would rotate (in side view) as it was swept along the guide curve.
4. View the surface in 4-view to see the camber and sheer. It may help to
turn on the Mesh. (See Figure 2-24.)
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Tutorial 2
Note: If the Make Comps Invisible checkbox was checked when you
created the group HullFwd, the visibility of the Foreship surface will be
turned off so you will not be able to select it from the main screen. To
turn on its visibility, open the Navigator and check the Vis. box for the
surface Foreship.
2. Click the Surf-Surf Intersect button. (If the button is greyed out, see
Note above.) In the Surf-Surf Intersect dialogue box, make sure the two
surfaces shown are Foredeck and Foreship, set the colours of the
curves to purple and click OK.
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Tutorials
Use the same procedure to create the surface Aftdeck. In our example, we kept
the Aft Sheer at Centreline curve horizontal. In this case, though, end the deck at
exactly the same position as the Aftship surface – in our case at 120a – otherwise,
the intersection will not extend to an edge of the deck and then the deck will not
be trimmable.
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Tutorial 2
3. In the New Group dialogue, type the name Main and click OK.
4. With the group Main selected, click the button now labeled Group in the
upper right-of-centre of the screen to open the Group Editor dialogue.
5. In the Group Editor dialogue, under Objects - Select, click the Surface
radio button.
6. In the pick box directly below that, pick one of the other surfaces.
7. Click the Add button. The selected surface will be added to the
object list.
9. Click in the Stbd + Port check box to have all the selected surfaces
mirrored to the other side of the vessel.
11. Switch to Para view and render the group. (See Figure 2-26.)
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Tutorials
3. In the Group Editor dialogue, in the list at left select the surface Aftdeck.
7. Click OK.
8. With group Main selected, pick the Report - Create - Weights and
Areas menu option.
2.14 Summary
This completes the second tutorial. The first and second tutorials introduced
various tools used for constructing a model, and described how to use the building
blocks of the system - “objects” - by creating and using simple curves and
surfaces. Tutorial 3 completes this introduction to hull design with Autoship. In
Tutorial 3, hull design is accomplished using extrusion, mirroring surfaces,
integrating panels, and by using ruled and swept surfaces.
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Tutorial 3
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Tutorials
3. In the Units dialogue, select Metres and Tonnes and click OK.
6. In the Coordinate System dialogue, click the Naval / Aircraft (US) radio
button and click OK. Check that L, T and V appear under Label. If not, click
Naval/Aircraft (Int.) and then click Naval/Aircraft (US).
10. In the Project Info dialogue, type a description such as 20m Catamaran,
and click OK.
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Tutorial 3
2. In the Create Curve dialogue, type the following information, and click OK
Field Entry
Curve Name Section
Tab Free
Parameters Number = 4, Max. Degree = 2
End 1 L = 0; T = 1.6; V = 3
End 2 L = 0; T = 0; V = 0
3. Switch from Snap to Grid mode by clicking on the Grid button at the top
left of the screen. In the Snap Setting box, directly above the Grid button,
click the up/down arrows so that the value reads 0.1000
Note: By using Grid instead of Snap, you can easily re-position vertices to
rounded, or even value, co-ordinates. Snap causes the vertex to jump
relative to its initial position. Grid jumps to an absolute position as defined
by a grid with an interval equal to the Snap setting.
4. In Front view and using Contol points, add another vertex and use the
Toggle Corner button to form a chine flat and then reposition the vertices
to form the hull section at midship, as depicted in Figure 3-2.
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Tutorials
Take care to position the two knuckle vertices at the same height and to position
the second-from-the-bottom vertex at the same height as the bottom vertex (Z=0).
3. Turn on 4 View. Switch to Edit mode and Column mode, select the
forward column, and then click the Isolate button.
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Tutorial 3
4. In Front view, move the topmost vertex to the centreline: select vertex
0 click in the T coordinate box at the top left of the screen, type 0 and
hit ENTER.
5. Again, in Front view, with the topmost vertex selected, click the
Straighten button and then click the lowest vertex to straighten all the
vertices to the centerline.
6. In Side view, move the points longitudinally to give the desired bow profile.
You may find it helpful to turn off Isolate so you can see the other vertices
and avoid moving a vertex from the forward column too close to a vertex on
the next column. Note that we used the Straighten function to straighten
from the top to the second-from-the-bottom vertex.
7. In Side, Top and Front view, form the hull to achieve the shape you want
for the outboard half of the hull. Try to set the top edge of the hull around
midship at T = 1.6. We will be trimming off the top edge of the hull, so do
not bother to shape it in profile. You should also position the forward-most
vertices of both chines at the same location. You may find it helpful to
reduce the Snap value. (See Figure 3-3.)
Note: We added another column forward to give us better control over the
bow shape.
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Tutorials
1. With Hullout selected, in Edit mode, and Column mode, with Control
Points selected, click the vertex at the bottom column immediately aft of
the stem column (Row 4, Col 3 in our model) and write down the L and V
coordinates. (See Figure 3-4.)
2. Click the vertex at the bottom of the stem column (Row 4, Col 4 in our
model) and write down the L coordinate. (See Figure 3-4.)
3. Click the next vertex above the bottom of the stem (Row 3, Col 4 in our
model) and write down the L and V coordinates. (See Figure 3-4.)
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Tutorial 3
4. Create a new curve using the Free tab. Set Control Pts to 3. For End 1,
type in the first set of coordinates you wrote down. For End 2, type in the
last set of coordinate you wrote down.
5. With the new curve selected, switch to Edit mode, and Edit Points, if
necessary, and select the middle vertex.
6. Set the middle vertex to the L coordinate you wrote down for the corner of
Hullout: click in the L coordinate box at the upper left of the screen to
highlight the L value, type the new coordinate and hit ENTER.
7. Straighten the entire curve: select one of the end vertices, click the
Straighten button and click the vertex at the other end of the curve.
8. Copy the V coordinate of the middle vertex of the curve to the corner vertex
of the Hullout surface: select the middle vertex, click in the V coordinate
box, hold down the CTRL key and press the C key (this copies the
coordinate to the "clipboard"). Switch to Select mode, select the Hullout
surface, switch to Edit mode and select the vertex at the corner where the
forward edge meets the bottom edge (Row 4, Col 4). Click in the V
coordinate box, hold down the CTRL key and press the V key (this pastes
the value from the "clipboard") and hit ENTER.
9. Go to the Navigator (right-click, Navigator) and turn off the visibility of the
curve used for this straighten process.
This effectively straightens the forward-lower corner of the surface Hullout. Note
that if you move either of the three vertices used for the straightening operation,
then you will have to re-do the straightening operation.
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Tutorials
2. Copy the outboard hull: hold down the SHIFT key and click the Clone
(Shift - Copy) button.
3. In the Copy dialogue, rename Copy of Hullout to Hullin and, click OK.
4. With Hullin selected, in Front view, click the Flip Horizontal button.
5. If both chines end at the same location at the stem, then in Edit mode and
Row mode, select one of the knuckle lines (rows) and click the Delete Row
or Column button to remove it. If you did not position the forward-most
vertices of both chines at the same location, then you cannot delete either
chine as it will change the profile of the stem.
6. To decrease the breadth of Hullin, use the scale function: In Select Mode,
right-click the Scale button. Set the transverse scale to 0.875 and click OK.
Tip: Before scaling Hullin, make sure that it's Base Point is located at T = 0:
with Hullin selected, in Select mode, right-click the Set Base Point button.
Set the T value to 0, if it is not already.
7. Edit the shape as you see fit. Take care to not move any of the vertices at
the centerline, otherwise the two halves of the hull will not match.
(See Figure 3-5.)
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Tutorial 3
In order to have the same shape for the bow profile on Hullin as on Hullout, the
distribution of vertices must be the same. This means the second vertex from the
top must be a corner vertex and must not move from it's original position. And
since this vertex must be a corner vertex, then the entire row must be a knuckle
row. If you do not want to have a chine at that row, then the columns must be
straightened across the corner vertices, as follows:
8. In Edit mode, switch to Column mode, click the Isolate button and switch
to Edit Points, if necessary.
9. Using the aftmost column as an example, in Front view, click the vertex
immediately above the chine vertex (the chine vertex is the green one),
then click the Straighten button, then click the vertex immediately below
the chine vertex. Repeat this straightening procedure in S Side view.
Straightening across the chine will effectively cause the chine to disappear. Note
that if you edit the shape of the surface after straightening, you will have to re-do
the straighten operation.
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1. In Select mode, select both the surfaces Hullin and Hullout. (Click on the
outline of one surface, hold down Shift and click on the outline of the
other surface.)
Now Hullin and Hullout are at centred at 4m to starboard while the boat's
centerline is at T=0.
2. Switch to S Side view and reshape the curve as indicated in Figure 3-6.
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Tutorial 3
Field Entry
Surface Name Tunnel
Tab Extrude
Curve Tunnel Shape
Vector L = 0; T = S4.0; V = 0
To create a smooth corner between the Tunnel and Hullin, we will create a fillet
panel using the Blend surface type. For this design, this fillet panel will have a
0.25m radius over most of it's length but will taper to 0 at the forward end. Two
surfaces to be "blended" must have congruent edges, such as at a chine or at a
trimmed intersection. Therefore, to blend the Hullin and the Tunnel, we must first
obtain the intersection of the Tunnel and Hullin surface and then trim the surfaces
to the intersection.
1. Switch to 4 View.
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Tutorials
4. In the Surf-Surf dialogue, verify the surface names and click OK.
The next operation will draw a line on the screen. To make it easier to see this
new line 4, turn off the visibility of curves – click the Show Curves button at the
top of the screen.
1. Create a surface:
Field Entry
Surface Name Fillet
Tab Blend
Surfaces Tunnel
Hullin
Radii Variation Cubic
Radii 1 = 0.25
2 = 0.25
3 = 0.25
4=0
Type Fillet
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Tutorial 3
2. The intersection of the two surfaces will be highlighted and you will be
prompted with “Blend here?” Answer Yes if the indicated path is correct.
(See Figure 3-8.)
A Blend surface operation creates one surface and two curves. The surface fits
between the two curves, but is not joined to either of them. One of the curves is
embedded on one surface and the other curve is embedded on the other surface.
These curves can be used to trim the surfaces being filleted to the junction with
the fillet panel. We will now re-trim the Tunnel surface at it's junction with the Fillet
and then re-trim the Hullin surface at it's junction with the Fillet.
If you turned off the visibility of curves, turn it on again now by clicking on the
same button.
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Tutorials
Note: If the surface trim does not seem to take effect, the likely cause is
that the trimming curve is not "closed". A closed curve means that either
both ends of the curve contact an edge of the surface or the curve begins
and ends the same location. If you encounter a case where the surface trim
does not work, first check the location of each end of the trimming curve
and, if necessary make adjustments to close the curve.
Field Entry
CurveName Deck edge
Tab Embedded
Host Surface radio button selected
Hullout
End 1 r = 0; c = 0
End 2 r = 0; c = 1
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Tutorial 3
This will create a curve which runs along the top of edge the surface Hullout.
2. In side view and Edit mode, re-shape the curve to describe the deck edge.
Make sure both ends of the curve contact an edge of the Hullout surface.
(See Figure 3-9.)
Field Entry
Curve Name Temp
Tab Match
Type Free
Source Curve Deck Edge
Max. Deviation 1
2. In S Side view, shape this curve to represent the profile of the deck
centreline. Do not move the vertices longitudinally or transversely. You
might find it advantageous to use the Porcupine plot to see the curvature:
click the Curvature button. Since this curve is so flat, try inverting the
curvature by clicking on Settings - Invert Curvature Display. This
displays the relative straightness, rather than the relative curvature.
(See Figure 3-10.)
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Tutorials
1. Create a new curve by copying the Temp curve: with Temp selected, hold
down the SHIFT key and click the Clone (Shift - Copy) button. In the Copy
dialogue, name the new curve Centreline.
2. Move the entire curve to the centreline: with Centreline selected, right-click
the Scale button and for the T value type 0 and then hit ENTER. You may
wish to view the result by switching to Top view or 4 View.
Field Entry
Name Deck
Tab Rule
Curves Centerline
Temp
Column Mesh Number: 3
Max Degree: 2
2. Attach the outboard edge to the curve Deck Edge: switch to Edit mode,
select the outboard column (Col 2), click the Attach button and in the
Attach Surface dialogue, under Action click Attach to Curve and under
Attach To select Deck Edge and then click OK. (See Figure 3-11.)
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Tutorial 3
To clean up:
1. Detach the outboard edge of the deck: with Col 2 selected, click the
Detach button.
2. Delete the curve Temp: select the curve Temp, and click the Delete button.
3. Select the Deck surface, go to Edit mode and Top view and check whether
the middle column is not smooth. If it is, use the up/down arrow keys on the
keyboard to move the vertices to make it smooth – we are aiming to have
this column about half way between the centreline and the deck edge.
4. Trim the Hullout surface off at the Deck Edge curve: select the surface
Hullout, click the Trim Surface button, in the Trim Suface Hullout
dialogue select the curve Deck Edge and click OK. Answer Yes to the
appropriate “Keep This Domain” prompt and No to the others.
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Tutorials
Because the Deck Edge curve is attached, a ruled surface generated from it
would have hundreds of rows. A ruled surface generated from two free curves
usually has only five or six rows.
Often, attaching the edge of a surface to a curve disrupts the arrangement of the
vertices on the edge being attached. Because the Deck surface was generated
from a copy of the Deck Edge curve, attach the edge of Deck to Deck Edge did
not disrupt the arrangement of the edge vertices.
2. In Top view,modify this curve to represent the lower edge of your pilot
house. (See Figure 3-12.) To ensure tangency across the centreline,
keep vertex 2 at the same longitudinal position as vertex 3 (the
centreline vertex.)
3. Create another curve, Housetop Brow, as a free curve with 4 Control Pts
and MaxDegree 2.
Tip: for easy editing, set End 2 to a different L value than End 1.
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Tutorial 3
4. In Top and S Side view, form Housetop Brow as the upper edge of the
house side. (See Figure 3-12.) If you turn on Grid you can easier position
the vertices at identical values, i.e., the second from the centreline vertex at
the same L position as the centreline vertex.
Field Entry
Surface Name Housefront
Tab Rule
Curves Housetop Brow
Housebot
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Tutorials
Note: the ruled surface will be twisted if the two curves are not oriented the same
direction. To correct a twisted surface, pick one of the curves, go to Edit mode,
click the Reverse Ends button and then regenerate the surface (Edit menu).
First, we will copy the Housetop Brow curve and reshape it to form the profile of
the house top at the centreline. Next, we will create a new curve which describes
the shape of the house top at the aft end. Finally, we will sweep this second curve
between the Housebrow curve and the curve at centreline to produce the house
top surface.
1. Copy the Housetop Brow curve: select Housetop Brow, hold down the
SHIFT key and click the Clone (Shift - Copy) button. In the Copy dialogue,
name the new curve Housetop Centre.
2. Set Housetop Centre to the centreline: right-click the Scale button. In the
Scale dialogue, set T to 0 and click OK.
3. In S Side view, edit the heights of the vertices to form the profile at
centreline. Do not move the forward-most vertex, and try to not move the
vertices longitudinally.
5. Click the Create mode button and then the Draw Curve button.
6. Click at the aft end of the curve Housetop Centre; then click at a position
just above and inboard of the aft end of the curve Housetop Brow. See
fig 3-14. Try to click at the same height as the where you clicked on
Housetop Centre.
7. Click the aft end of the curve Housetop Brow; then right-click anywhere in
the view window.
8. In the Curve Parameters dialogue, name the curve Housetop Shape, set
Maximum Degree to 2, click the Control Points radio button and click OK.
9. If necessary, switch to Edit mode and modify the shape. (See Figure 3-14.)
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Tutorial 3
Field Entry
Surface Name Housetop
Tab Sweep
Pattern Curves Housetop Shape
Guide Curves Housetop Centre
Housetop Brow
Options Scaled: checked
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Tutorials
1. Create a group, Main, of the seven surfaces Hullout, Hullin, Tunnel, Fillet,
Deck, Housefront, and Housetop: in Select mode, select as many of the
surfaces as you can, (see ‘trick’ below) then click Arrange - Group, in the
New Group dialogue, set the name to Main and click OK.
A trick to select all the surfaces: turn off the visibility of points, curves,
intersections and groups with the buttons at the top of the screen - this will
leave only surfaces showing. Then, pick the menu option, Edit - Select All
Visible.
2. With Main selected, click the button labeled Group beside the Object
Display box.
3. In the Group Editor dialogue box, include any remaining surfaces in the
group: click the Surface radio button, then select one of the remaining
surfaces from the pick box, then click the Add button. Repeat for the
remaining surfaces.
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Tutorial 3
3.10 Summary
In Tutorials 1 to 3, you have been shown a number of ways to create and edit
ships and boats. These tutorials are intended to be an introduction to Autoship.
They do not describe the definitive methods for producing hulls. Using what you
have learned in these tutorials, you should experiment with the program to
develop the best methods for working with your particular type of vessel.
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Tutorial 4
Displacement: 4.0LT
LOA: 24ft
Beam: 9.5f
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Tutorials
2. Select Settings - Units and set the units to Feet and Pounds.
7. Click File - Save As. Click OK. In the Save Project dialogue, type
MYTUT4.PR4, and specify the MYTUTS directory to store this project in. In
the Project Info dialogue field, type a descriptive message for the project
and click OK.
Field Entry
Name Hull
Tab Dimensions
Size L = 24, T = 4.25, V = 5
Column Mesh Number: 4; MaxDegree: 3
Row Mesh Number: 4; MaxDegree: 2
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Tutorial 4
1. Hold down the SHIFT key and click the Zoom Extents button to zoom out
in all four views.
2. With Hull selected, switch to Edit Mode and change to Column mode
if necessary.
3. Select the top vertex on the bow column (Col 0), and click the
Isolate button.
4. Set this vertex to the centreline: type 0 in the T coordinate box, and
click ENTER.
5. In Front view, straighten the whole column to the centreline: with the
top vertex selected, click the Straighten button and then click the
lowest vertex.
6. In S Side view, shape the bow profile by editing column 0 by eye. It's best
to work with the control points. (See Figure 4-2.)
Tip: It is easiest to edit the shape of a row or column with Isolate on, but
you may find it beneficial to toggle between Isolate and non-Isolate during
the next few steps.
Note: in order to avoid a knuckle at the bottom of the stem in profile view,
the vertices of Col 0/Row 1, Col 0/Row 0 and Col 1/Row 0 should all lie on
a straight line. You can position them fairly close by eye, or draw a free,
straight curve to use as a template, or use a hand calculator to find the
exact position of one vertex based upon the positions of the other two.
Refer to Tutorials 2 nd 3 for a further explanation.
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8. Switch to Top view and shape the sheer line (Row 3, in our model.)
9. Switch to S Side view and shape Row 3 to get a pleasing sheer line.
Experiment with using the Planar button to force the sheer into a plane:
select the vertex on either Column 1 or 2 and click the Planar button.
The Planar routine calculates a plane based upon the positions of the two
end vertices and the currently selected vertex and then adjusts the heights
of the remaining surface-edge vertices to lie on that plane.
10. Switch to Front view and re-shape column 3 to form the aft end of the
hull. In steps 7, 8 and 9, you positioned the bottom and top vertices in
profile, so you should not move them now.
11. Also in Front view, re-shape columns 1 and 2 to form the shape in the
mid-body. (See Figure 4-3.)
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Tutorial 4
To create a group:
1. With the Hull surface selected, in Select mode, click the Arrange - Group
menu item. Rename the group to Main, un-check the Make Comps
Invisible check box and click OK.
3. In the Choose Hydrostatics Group dialogue, select Main from the pick list
and click OK.
4. In the Instant Hydrostatics window, note the Depth display in the lower
left corner.
Note: If the Invalid Parameters message appears, the likely cause is that
the hull is not actually sitting in the water at the specified Depth. Set the
Depth to a higher value and click Update again. We are aiming for 4.0 LT
displacement. It is not very likely that the displacement at the draft you
have set is exactly 4.0 LT, however we can get Autoship to find the draft
corresponding to 4.0 LT.
6. Near the bottom centre of the Instant Hydrostatics window, set the Mass
to 4.0 and click the S button. After a brief calculation, new results will
appear. The Depth value now displayed is the amount you need to shift the
hull vertically to hit the target displacement at the design waterline.
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8. Right-click the Move button. In the Move Selection dialogue, set the V
value to the opposite of that shown for Depth in the Instant Hydrostatics
window, i.e. if Depth is U.041, set the V to D.041. Click OK.
Note: If the value shown for Trim in the Instant Hydrostatics window is
very large (> 1 degree) then it may take a few iterations of step 8 to hit the
target draft.
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Tutorial 4
5. In S Side view, move the transom so that it intersects the hull. You
may find the transom easier to move if you re-position the base-point
closer to the transom.
7. Click the Surf-Surf Intersect button, set the tolerance to 0.1 in. and
click OK.
9. Trim Hull off at the intersection with the transom: select the Hull surface,
click the Trim Surface button, in the Trim Surface Hull dialogue, select
the curve Hull-Transom and click OK. Answer Yes at the appropriate Keep
This Domain prompt and No to the others.
We cannot yet trim the transom surface as we do not have a curve which
completely describes where to trim the surface.
2. In the Create Point dialogue, type the following information, and click OK:
Field Entry
Name Transom Corner
Tab Embedded
Host Curve radio button selected
Transom-Hull
3. Working in Front view, move the point Transom Corner to the top end of
the curve Transom-Hull.
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Tutorials
Tip: pull the point up above the end of the curve and it will jump back to the
end of the curve.
5. Attach the outboard end of Transom Top to the point Transom Corner.
6. In Front view, edit Transom Top to the desired shape of the transom at
deck level. You should position the middle control point at the same height
as the vertex at centreline in order to maintain tangency across the
centreline. (See Figure 4-4.)
1. In Edit mode, with the outboard vertex of Transom Top selected, click the
Join Curves button. In the Join Curves dialogue, name the new curve
Transom Trim, pick Transom-Hull and click OK.
2. Select the surface Transom and click the Trim Surface button, in the
Trim Surface Transom dialogue, select the curve Transom-Hull and
click OK. Answer Yes at the appropriates “Keep This Domain” prompt
and No to the others.
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Tutorial 4
You could have used a foil curve, but a true foil shape is not desirable for
such a long keel.
4. Create a ruled surface, Keel, between the curves Keel Top and
Keel Bottom.
If the surface is "twisted" (it's outline looks like a bow tie), it is because the
two curves run in opposite directions. To fix this, select one of the curves,
go to edit mode and click the Reverse Ends button. Then select the Keel
surface and click Edit - Regenerate Object.
6. Select the bottom column, switch to Isolate and straighten the bottom
column between the forward-most and aft-most vertices. Pick a vertex near
the middle of the column and switch to Rows to check your work.
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1. Create a point, Deck at Bow, embedded on the surface Hull, and move it to
the top of the stem.
Field Entry
Name Deck CL
Tab Free
End 1 select: Deck at Bow
check: Attach to point
End 2 select: Transom Top at Center
check: Attach to point
1. Create a free curve, Deck Fwd, as a degenerate curve: check the Degen.
(Point) check box in the Create Curve dialogue.
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Tutorial 4
1. Create a curve:
Field Entry
Name Deck Edge
Tab Surf Row/Col
Type Embedded
Axis Row
Parameter 0
Host Surface Hull
3. Attach the four edges of the surface Deck to the following curves:
Note that you may need to drag some of the vertices past the appropriate corners
in order to pull the surface into the correct shape.
This exercise has established a rather complex chain of dependencies. The hull
depends on the transom and two curves embedded on it. The keel and the deck
both depend on the hull. The keel also depends on the curve Bottom of Keel. To
check what an object's dependents are, select the object and click the Information
(I) button on the lower left of the screen.
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4.10 Groups
Groups provide a way of putting together the parts for viewing, calculating weight
and volume, and exporting to Autohydro and Autobuild.
1. Create a group, Main, which includes all the surfaces made in this tutorial.
Render the Main group to see your vessel.
3. After creating the Main Group, make a copy of this group and call it
Heeled 15. Then, with the group Heeled 15 selected, right-click the
Rotate button. Under Axis, pick Longitudinal and under Angle type 15
and click OK. The result is the boat heeled over 15 degrees. This lets you
look at heeled waterlines and even see Heeled Buttocks! Try Quick
Hydrostatics on this group.
4.11 Summary
This concludes Tutorial 4. If you have done all four tutorials, you have now seen
many different ways to design a hull in Autoship. With a little practice, you should
be able to design your own hull quickly and easily.
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Tutorial 5
13.5 m
140 m
12.1 m
Tutorial 5 shows one way to generate such a hull form. Take a look at the
TUT5.PR4 file before continuing. The hull is composed of four surfaces and the
bow and stern bulbs are added as separate surfaces.
Remember that this tutorial is for guidance only, and that with experience and skill
you will be able to develop more suitable design techniques for your own work.
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To begin:
1. Create a Free curve, Midship Section, with 3 control points and degree
2, having End 1 at L = 55F, T = 12.1S, V = 6.3U and End 2 at L = 55F,
T = 0, V = 0.
2. Select the middle control point and position it at V = 0 and about T = 10.
Change it to a knuckle (Toggle Corner button), and then apply a fillet
(Radius Corner button). We used a 3.0m fillet. (See Figure 5-2.)
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Tutorial 5
You could generate a hull surface by simply extruding this curve forward or aft
from amidships. However, the resulting surface would have two knuckles or
chines, one just above and one inboard of the vertex you used to generate the
radius. To avoid this problem, we will copy the curve Midship Section and edit out
the knuckles while using Midship Section as a template:
3. Copy the curve Midship Section to Midship: with the curve Midship Section
selected, click the Clone (Shift -Copy) button, name the curve Midship.
4. Switch to Edit mode and in Front view zoom in on the bilge radius area.
7. Using the arrow keys on the keyboard, move vertex 3 inboard until the
shape of the lower portion of the curve Midship roughly matches Midship
Section. Try to keep track of how far the vertex is moved.
8. Using the arrow keys on the keyboard, move vertex 1 up by the same
amount vertex 3 was moved inboard. Straighten the curve between vertex
0 and vertex 2.
9. Repeat steps 7 and 8 until the shape of the curve Midship matches the
curve Midship Section. (See Figure 5-3.)
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It is fairly common to design a shape using surfaces that fit to each other along
their original, untrimmed edges. In order to ensure that the two edges match
without gaps, there are special considerations that must be taken into account.
One method of fitting the edges together is to use the Attach routine. However,
this has two shortcomings: the two surface edges may "wobble" and leave minute
gaps; and the attached edge definition is not supported in the IGES file type - thus
the fitted edges cannot be exported as an IGES file. Another method is to use the
Match routine. This will match the surface edge to the object indicated within a set
tolerance, but may also add extra vertices, thus making the surface more difficult
to fair. The only way to absolutely guarantee that the two surface edges are
identical is for the edges to be identical in degree of curvature, number of vertices
and position of vertices.
There are tricks to use to construct a shape from multiple surfaces that ensure
that the edges match properly. We will experiment with them in the forward portion
of the hull.
First, we will create the surface Hull Forward Upper as a ruled surface between
two curves: Deck Edge Fwd and Knuckle Fwd.
1. Create a Free curve, Deck Edge Fwd, with 3 control points and degree 2,
having End 1 at L = 55 F, T = 12.1S and V = 13.5 and End 2 at L = 137.5 F,
T = 0 and V = 13.5.
3. Insert another vertex between vertex 1 and vertex 2 and move this vertex
longitudinally to form the bow rounding. We suggest you keep the shape of
this curve simple so that this edge-matching method will be easier to
understand. (See Figure 5-4.)
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1. Copy the curve Deck Edge Fwd, name the new curve Knuckle Fwd.
3. In S Side view, edit Knuckle Fwd to the desired shape. Adjust the vertices
in the vertical direction only. You may find it advantageous to add a control
point or two. Be sure that the vertex 0 is at L= F55, T = 12.1S, V = U6.3 and
that vertex 1 is at T = 12.1S, V = U6.3 so that Knuckle Fwd connects with
Midship. (See Figure 5-5).
1. Create a new surface, Hull Fwd Upper, by extruding the curve Knuckle Fwd
upwards by 2m.
2. Attach the upper column of Hull Fwd Upper to the curve Deck Edge Fwd to
position the top edge of the surface, and then undo the attachment.
Note: Extruding the surface from the curve Knuckle Fwd ensures the
bottom edge of the surface matches the curve Knuckle Fwd.
We will now create the surface Hull Fwd Lower by sweeping the curve Midship
forwards along the curve Knuckle Fwd. This will create a surface that is identical
at the aft end to the Midship Curve and identical at the top edge to both the curve
Knuckle Fwd and bottom edge of the surface Hull Fwd Upper. The forward edge
will be matched to a template curve, Stem.
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1. Create a Free curve, Stem, with 5 control points and degree 2 having End
1 at L = 137.5 F, T = 0 and V = 11.5 and End 2 at L = 130F, T = 0 and V = 0.
1. Create a Sweep surface, Hull Fwd Lower, for the Pattern Curve use
Midship, for the Guide Curve use Knuckle Fwd and check the Parallel
check box.
2. Zoom in on the forward end and drag the vertices of the forward-most
column (col 4) into a close match to the curve Stem. You may find it easier
with Isolate on. Be sure to position all the vertices at the centreline.
3. Use the Match feature to match the shape of column 4 to the curve Stem:
click the Attach button, in the Attach Surface dialogue, pick Match,
specify the curve Midship and click OK.
Note: The Match operation works well in this instance because the
columns of surface Hull Fwd Lower have five vertices and the curve Stem
also has five vertices.
4. Use Straighten to move all the vertices of the bottom row to the centreline.
Note that you will have to move the vertex on column 3 aft.
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5. Edit the shape of column 2 and 3 to achieve the shape desired. Do not
move the vertices in the top row or else the top edge will no longer match
the curve Knuckle Fwd.
Note: In Body view, the control points on columns 0 and 1 must be kept
identical to ensure the forward portion of the hull will match up with the aft
portion of the hull at midships.
6. If desired, add another row inboard of the row at centreline and convert it to
a corner or knuckle row to define the flat bottom.
We will create the bulbous bow as a separate surface and then trim it to the Hull
Forward Lower surface.
2. Create a new surface, Bulb Fwd, by extruding the curve Bulb Shape
longitudinally. We specified a length of 20m, 3 columns and degree 2.
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Tutorials
4. Close the forward end of the shape: add another column at the same
location as the forward-most column and set all of it's vertices to the same
vertical coordinate. We uses 2.5. Make sure they are all at T = 0.
5. In S Side view, shape the top, bottom and forward edges by eye. Insert
other columns as needed. The forward-most two columns define a
smoothly closed shape. If you move any of the vertices on either of these
column longitudinally you will distort the front end of the bulb.
7. Ensure tangency across the top: add another row at the same position as
the top-most row and move it's vertices outboard a little. Use these vertices
to alter the sectional shape.
8. Ensure tangency across the bottom: add another row at the same position
as the bottom-most row and move it's vertices outboard a little. Use these
vertices to alter the sectional shape.
Tip: Keep the aft-most vertex of this row at T = 0 to obtain a more usable
intersection with the hull.
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Note, if more than one intersection appears, you may have to select more
than one. The best way ahead is to try with one and if the trim does not
succeed, then try with another. If the trim will not work with a single inter-
section selected, then try selecting two, etc.
1. Using the same method as 3 and 4 above, trim Hull Forward Lower at the
intersection with the Bulb. If this intersection will not work, then create a
new curve using the Intersect tab and then re-work the aft end of the
intersection curve to obtain a closed curve.
1. Create a Free curve, Deck Edge Aft, with 3 control points and degree 2,
having End 1 at L = 55 F, T = 12.1S and V = 13.5 and End 2 at L = 2.5 A,
T = 12.1 and V = 13.5.
1. Copy the curve Deck Edge Aft, name the new curve Knuckle Aft.
3. In S Side view, in Edit mode, click the middle control point and add another
control point using the Refine option. Edit Knuckle Aft to the desired shape.
Adjust the vertices in the vertical direction only. Be sure that both the
forward-most vertex and the next one aft is at V = U6.3 so that Knuckle Aft
connects smoothly with Knuckle Fwd. (See Figure 5-8).
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Tutorials
1. Create a Free curve, Centreline Aft, with 6 control points and degree 2,
having End 1 at L = 55 F, T = 0 and V = 0 and End 2 at L = 2.5 A, T = 0
and V = 5.
1. Create a Sweep surface, Hull Aft, using Midship as the Pattern Curve and
Centreline Aft as the Guide Curve, check the Parallel checkbox.
You will notice that the surface is created below and to the port of the curve
Centreline Aft. Remember that a Sweep surface sweeps the first end of the
Pattern curve along the first Guide curve. In this case, the first end of the
curve Midship is up at the knuckle line - not at the baseline. In this case,
there is an easy fix:
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Tutorial 5
This will re-construct the surface in the originally intended manner. Now, we
must form the surface.
6. Attach the upper edge of the surface to the curve Knuckle Aft: switch to
Edit mode, select the upper-most row (Row 4), click the Attach button,
pick Attach to Curve, and for Attach to pick Knuckle Aft.
7. Move the aft-most two control points of Row 3 downwards so that they lie
below the curve Knuckle Aft. Try to position them so Row 3 is smooth.
8. In Front view, check each column of control points to make sure there are
no bumps or hollows. Turn on the surface mesh and inspect it in each view
to make sure it has a "smooth flow".
9. Add another row at the same position as the top-most row (Row 4): select
Row 3, click the Add Row or Column button and for Proportion, input 1.
10. Select the new top-most row, (Row 5). You may find it easier to locate
Row 5 by toggling to Edit points.
11. Detach Row 5 and then Attach it to the curve Deck Edge Aft.
12. Turn Row 4 into a corner: select Row 4 and click the Toggle
Corner button.
This completes the Aft Hull surface. You have now seen two ways to construct
a large surface from several curves, and assure that the overall shape is
contiguous and smooth.
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1. Define the lower profile of the stern bulb by creating a curve called Stern
Bulb Profile in side view. See Figure 5-10.
2. Create a surface, Bulb Aft, as a type Rotate surface; pick Longitudinal for
Axis and specify an angle of 180 for Rotation.
Tip: move Stern Bulb Profile's base point to the height of the centreline of
the bulb - by default, the surface of rotation is be created by revolving the
curve about it's base point.
3. If the Bulb Aft is not already in the correct position, re-position it and then
intersect it with Hull Aft.
5.7 Summary
This concludes Tutorial 5. Have a good look at the project to get an idea of how
the groups are constructed. If you want to test the hydrostatics, the design draft
is 5.4 m.
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Tutorial 6
TUT6.PR4 and this tutorial show one way to construct a model for such a
structure.
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Tutorials
Our approach for the construction of this rig will be to create the elements needed
for one quarter of the structure and then assemble them into a group. Then, by
using copy and mirror operations upon the group, we will produce the entire
model that will be used for visual purposes. Finally, we will re-assemble the basic
elements to produce a different model of the same structure which can be
exported to Autohydro.
6.3 Pontoon
First, we will create two curves, Midship and Waterline and then sweep Midship
along Waterline to create a surface that represents the aft, forward one-eighth of
one pontoon. Then, through a series of clone and mirror operations, we will create
the aft half of one pontoon.
1. Create a new curve, Midship, with 3 Control Pts and Max Degree 2 having
End 1 at 0, 5, 0 and End 2 at 0, 0, 5.
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Tutorial 6
1. Create a new curve, Waterline, with 3 Control Pts and Max Degree 2
having End 1 at 0, 5, 0 and End 2 at 50, 0, 0.
2. Move the middle Control Point to 50, 5, 0 and then toggle it to a corner and
then use the Radius Corner button to form a Radius of 5.0.
1. Create a Sweep surface, Upper Surf, by sweeping the curve Midship along
the curve Waterline.
1. With the surface Upper Surf selected, click the Clone button. In the New
Group dialogue, give the name Lower Clone.
2. Click in the S Side view window, if it is not the currently selected view.
1. Select both Upper Surf and Lower Clone and click the Clone button. In the
New Group dialogue, give the name Port Clone.
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Tutorials
1. Create a group, Pontoon Half, consisting of Upper Surf, Lower Clone and
Port Clone.
2. Move Pontoon Half 33.0m to starboard. (Tip: right-click the Move button.)
3. Create an Arc type curve, Cone Top, to represent the top of the cone and
the bottom of the cylinder. We set Plane to Top; Centre at 42.0, 0.0, 10.0,
specified Circular and a Radius of 3.0.
4. In Top view, compare the arrows at the beginning of Cone Bottom and
Cone Top to ensure that both curves start at the same relative location -
aft or forward, and that both curves point the same way.
5. Create a Develop surface, Cone between Cone Bottom and Cone Top.
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Tutorial 6
3. Obtain the Surf-Surf intersection curves of Cross Beam and Cone and
trim off Cross Beam at the intersection.
To create a diagonal:
Note: we will need to trim off the top of the Diagonal and so need to
extend it past where it will be trimmed at L = 42.0, T = 33.0P, V =
28.0. In this case, we chose to extend the curve 10%, or T = 0 + (1.1
x 33.0P) = 33.33P and V = 5U + (1.1 x (28.0U - 5.0U)) = 28.23U.
(The 5U is the V at End 1.)
2. Create a Tube Sweep surface, Diagonal using the curve Diagonal Axis.
We set Radius to 1.0.
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Tutorials
7. Trim Diagonal off at the intersection with Cross Beam and the
intersection with Temp. Because there are multiple intersections, you
may have to ex-periment as to which one, or combination will create the
intended trim.
1. Create a group, Column & Bracing, which contains the surfaces Cone,
Cylinder, Cross Beam and Diagonal.
2. Clone the group Column & Bracing, name it Column & Bracing 2 and
move it 28.0m forward.
3. Move Column & Bracing 33.0m to starboard. Note that Column and
Bracing 2 also moves, since it is a clone. (Refer to Figure 6-3.)
Figure 6-3: Groups Column & Bracing and Column & Bracing 2 in Para View.
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Tutorial 6
1. Create a curve, Deck Edge, using the Draw Curve option, that
represents the outer edge of one quarter of the deck. (Once you have
drawn the curve, click the right mouse button, name the curve Deck
Edge, and set Maximum Degree to 1, and Method to Control Points.
Refer to Figure 6-4.
4. Right-click, pick Navigator and set the Res for Deck Edge to 40.
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Tutorials
7. Create an Extrude surface, Deck Skirt, by extruding the curve Deck Edge
downward by 3.0m.
3. Obtain the intersection of Deck with Deck Skirt and trim off Deck to
that intersection.
4. Create a group, Deck Quarter, containing the trimmed surface Deck and
the surface Deck Skirt.
1. Create a group, Quarter, containing the group Pontoon Half, Column &
Bracing, Column & Bracing 2 and Deck Quarter.
2. Clone the group Quarter, and name the new group Quarter 2.
5. With Main selected, in the Group Editor dialogue, click the Stbd +
Port button.
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Tutorial 6
1. Create a clone, Pontoon Half 2, of the group Pontoon Half and flip it to
the other side of L = 0.
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Tutorials
2. Create a group, Pontoon.S, which contains the group Pontoon Half and
Pontoon Half 2.
3. Create a clone, Pontoon.P, of the group Pontoon.S, and flip it to the other
side of T = 0.
1. Create a group, Column 1.S, containing the surface Cone and the sur-
face Cylinder and move 33.0m to starboard. Move it's base point to T = 0.
2. Create a clone, Column 2.S, of the group Column 1.S and move it
28.0m forward.
3. Create a clone, Column 3.S, of the group Column 2.S and move it
28.0m forward.
4. Create a clone, Column 4.S, of the group Column 3.S and move it
28.0m forward.
5. Create a clone, Column 1.P, of Column 1.S and flip it to the other
side of the centerline.
6. Create a clone, Column 2.P, of Column 2.S and flip it to the other side of
the centerline.
7. Create a clone, Column 3.P, of Column 3.S and flip it to the other side of
the centerline.
8. Create a clone, Column 4.P, of Column 4.S and flip it to the other side of
the centerline.
1. Create a clone, Cross Beam Clone, of the surface Cross Beam and
move it 33.0m to starboard.
2. Create a group, Cross Beam 1, of Cross Beam Clone and in the Group
Editor, check the Stbd + Port checkbox.
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Tutorial 6
1. Create a clone, Diagonal 1.S, of the surface Diagonal and move it 33.0m
to starboard. Move it's base point to T = 0.
2. Create a clone, Diagonal 2.S, of the group Diagonal 1.S and move it
28.0m forward.
3. Create a clone, Diagonal 3.S, of the group Diagonal 2.S and move it
28.0m forward.
4. Create a clone, Diagonal 4.S, of the group Diagonal 3.S and move it
28.0m forward.
5. Create a clone, Diagonal 1.P, of Diagonal 1.S and flip it to the other side
of the centerline.
6. Create a clone, Diagonal 2.P, of Diagonal 2.S and flip it to the other side
of the centerline.
7. Create a clone, Diagonal 3.P, of Diagonal 3.S and flip it to the other side
of the centerline.
8. Create a clone, Diagonal 4.P, of Diagonal 4.S and flip it to the other side
of the centerline.
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Tutorials
2. With the group Autohydro selected, click the File - Export - Autohydro
menu option.
6. Start Modelmaker, load the file just written and experiment with the
various views.
Note: You may notice that some of the components are not defined with
many sections. This is because you answered No to the prompt "User
Defined Sections". To improve the definition, in Autoship open the
Contours dialogue and set up a series of stations that provides coverage
over the entire length of the pontoons (~3m interval) while being more
dense around the columns, cross beams and diagonals and at the ends of
the pontoons (~.3m interval).
6.9 Summary
This finishes Tutorial 6 - the last of the tutorials. You have now explored many of
the important features of Autoship and have experimented with various different
methods of constructing a model. You have probably realized by now that
Autoship is a very powerful program and that there is a lot to learn. As with many
things, the only way to learn Autoship is to work with it, and that will take time.
One option to shorten the time is to take a training course. The best option,
however, is to experiment and seek help when things go wrong. Good luck and
have fun!
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Tutorial 2
7.1 Introduction
This tutorial provides guidance on how to use the Edge Mate and Feature Patch
functions and also shows a general method to design a round-bilge hull with
parallel midbody. We will create a hull 100m in length, 20m in breadth 10m in
depth. You should do the first two tutorials before attempting this one so that you
will have an adequate background on tools and fairing.
The Edge Mate and Feature Patch functions are similar in that they are
localized additions to a surface, but different in that the patch is constrained to
work only with, and augment, the parent surface, while the edge mate is used to
connect, or blend the parent surface to another surface. The edge mate function
may add considerable, hidden information to a surface, and so it is often better to
use the patch function before the mate function whenever both will be used on
the same surface.
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Tutorials
To begin:
1. Select File-New.
3. Select Setting-Preferences.
6. Select File-Save.
7. In the Save Project dialogue, select to your folder MYTUTS. For File
Name, enter MYTUT7.PR4.
8. In the Project Info dialogue, for Name enter round bilge hull and click OK.
We will use the ‘Original’ screen layout so that all tools will be readily accessible.
9. Go to Settings – Preferences.
5. Under Size, for L enter 70, for T enter 10, for V enter 10.
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Tutorial 2
6. Under Column Mesh, for Number enter 2, for MaxDegree enter 1. This is
the length-wise feature of the surface.
7. Under Row Mesh, for Number enter 7, for MaxDegree enter 2. This is the
girth-wise feature of the surface.
Note that the box below Column Mesh and Row Mesh shows ‘Row count: 2 –
Column Count: 7’ meaning the surface has 2 vertices in the rows-direction and 7
vertices in the column-direction. In order to have the ‘Edge mate’ surfaces
connect with the parallel midbody properly, the parallel midbody should have an
odd-number of rows so that the middle one is the centre of the bilge radius.
9. Set Radius to 1.
Go to Edit mode and switch to Control Points to see the layout of the vertices.
Note the Green vertices just at the top and bottom edge of the bildge radius.
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Tutorials
The surface we created runs from “0” to 70m aft. We want to shift it forward by
35m so that “0” will be about midships.
3. In the Move Selection dialogue, for L enter 35f and click OK.
4. To reposition the surface in all the views, hold down Shift and click the
Zoom Extents button.
In order to set the shape of the flat-of-side and flat-of-bottom tangencies, we only
need to move the end vertices of our surface longitudinally. To save us from
making a mistake while moving the vertices, we are going to ‘lock’ them first – this
will ensure they move only in the desired direction.
3. Switch the Rows / Columns toggle at the top of the screen to Columns.
4. With the first column (aft) selected, click the Lock button in the lower left of
the toolbox.
6. Click OK.
7. Select the forward column and make the same lock settings.
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Tutorial 2
9. In the side view, pick vertex row 4, col 1 and drag it to approximately 25A.
10. In the top view, pick vertex row 3, col 1 and drag it to approximately 25A.
11. In the top view, pick row 2, col 1 and drag it to approximately 25A.
Note, we picked these last two vertices in the top view because if we’d
picked them in the side view row 0 would have been selected instead as
the vertices are superimposed in that view and in that case the program
always selects the one with the lowest number.
12. In the side view, pick vertex row 4, col 0 and drag it to approximately 22f.
13. In the top view, pick vertex row 3, col 0 and drag it to approximately 22f.
14. In the top view, pick vertex row 2, col 0 and drag it to approximately 22f.
Suppose, at the aft end, we want a ‘sharper’ shape to the bottom and a
‘deeper’ shape to the side. In order to do make these adjustments we need
to unlock the vertices so we can move the vertex on the bottom inboard
and the vertex on the side downwards.
17. In the Top view, pick the centreline vertex (Row 0, Col 1).
18. Use the Left Arrow key to move the vertex aft a few metres.
19. In the Top view, drag the second vertex (Row 1, Col 1) inboard and
foreward to create a hollow shape.
20. In the Side view, drag the second from last vertex (Row 5, Col 1)
downwards and foreward a little.
Develop the shape of the aft end of the parallel midbody as you see fit. Then work
on the forward end. Add more rows if you need to. Be very careful to not move the
vertices on the bottom vertically, or move the vertices on the side transversely.
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Tutorials
2. For Size, enter 10, 10, 10 (we want the sectional shape to be close to the
parallel midbody.)
6. Move the resultant surface forward by 50m: with the surface selected, right-
click on Move, enter 50f for L and click OK.
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1. In the Side view, drag the upper three vertices of the aft-most column
(column 3) aft to more-or-less line up with the forward end of the parallel
midbody. Be sure the top vertex stays at V = 10.
2. In the Top view, drag the lower four vertices of the aft-most column aft. Be
sure the bottom vertex stays at T = 0.
Hint: For the best fit to the parallel midbody, position the three middle
vertices of this column at the same locations as the matching three vertices
of the forward end of the parallel midbody: If you followed steps 7.2.2-12,13
and 14, this will be Row 2, Col 3 at 22F, 9S, 0; Row 3, Col 3 at 22F, 10S, 0
and Row 4, Col 3 at 22F, 10S, 1.
3. In the Side and Top views, drag the vertices of column 2 straight aft to
about half-way to the matching vertices of column 3.
4. Position the top vertex of column 0 at T = 0: pick the top vertex of column 0,
in the vertex coordinates at the left of the screen, enter 0 in the T box and
press ENTER.
7. Separate the stem vertices vertically, don’t worry too much about the
T positions:
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Tutorials
8. In Side view, move the bottom vertex aft a few metres to form the rake of
the bow and then straighten the column in the side view.
9. In the Top view, switch to rows and form the upper edge of the
bow surface.
Hint: position the top control point vertex of Col 1 at the same longitudinal
position as Col 0 and move it only transversely to form the bow-rounding.
This will cause the bow to be tangent across the centreline.
10. In the Front view, reposition column 1 vertices to rough-in the shape of
the bow.
Hint: In the Top view, try to make column 1 into a shallow arc – see
the picture.
12. Finish the shape as you see fit. Take care to make sure the columns and
rows all ‘flow’ smoothly.
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Tutorial 2
2. Go to Edit mode.
3. Click on the Base button just below the toolbar. It will change to Mate.
4. Click on the Mate button just below the toolbar. It will change to Patch.
6. Point in the Side view and right click, pick New Feature Patch.
7. At the prompt (appearing at the bottom of the screen) “Pick patch centre
location”, click on the centre of the surface in the Side view.
8. In the Feature Patch dialogue that opens, set Row Cp Count to 5 and set
Col CP Count to 4.
10. Pick the Row tab, drag the Lo slider all the way to the bottom to set to 0,
drag the Hi slider up to set to around .9.
A note about the Lo and Hi values: These settings control the extents of the patch
on the parent surface and are referenced, or measured, in the ‘parameter’ value
of the parent surface. In Autoship, for a curve, the parameter value varies
between 0 and 1: 0 is at the beginning of the curve and 1 is the end of the curve.
Surfaces have two parameters: the row direction and the column direction.
Parameter 0 is at the “0” row or column (the beginning edge in that direction) while
“1” is at the opposite edge. The parameter distribution is not necessarily evenly
spaced though - vertices are assigned a specific parameter value, thus when a
vertex is moved the physical distance to it’s neighbouring vertex changes but the
parameter difference remains the same. Both of our surfaces are arranged so that
the columns are more-or-less transverse/vertical while the rows run longitudinally.
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Tutorials
Both have column parameter = 0 (column 0) at the forward end and parameter = 1
at the aft end, and row parameter = 0 along the centreline, row parameter = 1 at
the top edge.
• set Lo Continuity to D.
15. At the Object Name dialogue, rename to Bulb and click OK.
1. Click the S Side view button and zoom in on the bulb area.
2. Drag the forward-most column of control points up and forward to get the
characteristic bulb profile shape. It’s probably best to leave the bottom
vertex of that column where it is. To ensure that the bottom of the bulb
profile is tangent to the centreline, position the second-from-bottom vertex
(R1, C0) at V = 0 and then don’t move it vertically. Make sure the col 1
vertices are all at T = 0.
3. In order to have the bulbs waterlines tangent where they cross the
centreline, position the vertices of col 1 at the same L and V values as col
0, except for the bottom vertex – leave a little distance between them. You
can read the coordinates from row 0 and type them into row 1, or copy/
paste them. Alternately, you can set the Snap to .1, click on Grid and use
the mouse to position row 0 vertices and then drag the row 1 vertices to
matching locations.
146
4. Move the col 2 vertices forward and up to about half-way to the matching
col 1 vertices.
5. Move the col 3 vertices forward and up to about half-way to the matching
col 2 vertices.
7. Switch to Front view and turn on the Contours. You may have to click
Update to get the contours to appear.
8. Adjust the transverse positions of col’s 2, 3 and 4 to rough in the shape you
want. It may be easier to use columns rather than rows. You may also have
to increase the resolution of the surface: click the N button below the
toolbox to open the Navigator, set Row Res to 20 and Col Res to 30, click
on Apply and close the Navigator.
9. Finish the shape as you see fit. Take care to make sure the columns and
rows all ‘flow’ smoothly.
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Tutorials
2. With the Bow surface selected and in Edit mode, click on the Patch button
just below the toolbar. It will change to Base. Click Base and it will change
to Mate.
3. Point in one of the views and right click, pick New Edge Mate.
5. In the Edge Mate dialogue, in the To Be Mated tab, for Edge pick Col Hi –
the aft edge of the bow should be highlighted. The other controls in this tab
are to limit how much of the edge will be connected, we want the entire
edge to be connected: so set Lo to 0 and Hi to 1.
6. In the Mated To tab, pick Col Lo – the entire forward edge of the parallel
midbody should be highlighted. Again, we want to connect with the entire
edge so set Lo to 0 and Hi to 1.
7. For Continuity pick Tangent. This will match the edge of the bow to the
parallel midbody and have it blended in smoothly.
8. Under Transition Patch Edges we will define how the surfaces blend
together: set Row Lo to 0, set Row Hi to 1 and slide the slider under Col to
somewhere around .8. Note the matching colour line on the Bow surface –
this indicates the extents of the blending region.
9. Click OK.
10. At the Object Name dialogue, press OK to acknowledge the given name.
11. Pick both surfaces and turn on the contours: switch to Select mode, with
the Bow surface selected, hold down Shift and click on the outline of the
Parallel Midbody surface, click on the Contours button. You may wish to
set some waterlines.
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Tutorial 2
1. Make a new ‘Dimensions’ surface, L = 10, T = 10, V = 10, with four columns
and seven rows, column degree 3, row degree 2. Remember to name it.
3. Stretch the first column forward to match up (roughly) to the aft end of the
parallel midbody.
5. In the Side view, Isolate the bottom row and form the appropriate shape.
6. Switch to Top view and edit the uppermost row to form the desired shape.
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Tutorials
7. Switch to Front view, change to Columns, and using the two already fixed
ends of the column for guidance, form the aft edge of the surface. Note in
this example, the second-from-centre vertex is at the same height as the
centreline vertex – this will make the section flat and tangent at the
centreline – there will not be a “V” – and the second-to-last vertex is at the
same T value as the last - this makes the top of the hull vertical.
8. Move to the next column forward (press F5) and rough-in the shape the
same way Check that the vertices are well-positioned by temporarily
switching to rows and turning off Isolate. Ensure the second vertex is
not below the first and that the second-to-last is not further outboard
than the last.
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Tutorial 2
10. The next column, C1, should probably not be tampered with as we need
it to control the shape as it blends in with the parallel midbody.
11. Turn off Isolate and check to make sure the columns and rows ‘flow’
smoothly. Save your work.
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Tutorials
1. With the stern section selected, go to Edit mode and click on Base and
then Mate.
4. In the Top view, click at a location near the lower, inboard corner of the
stern section.
9. In the Side view, using Isolate, form the aft-most row, R0. (Note rows and
columns are skewed in the orientation.) Set the bottom vertex at V = 0.
If you want the waterlines of the stern bulb to be rounded and tangent to the
centreline, position the vertices of R1 at the same L and V values of R0. Position
the top and bottom vertices at the centreline.
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Tutorial 2
12. Set up some station contours from 0 to 50a and use them to help shape
the bulb.
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Tutorials
4. Connect the forward edge of the stern section (Col Lo) to the aft edge of
the Parallel Midbody section (Col Hi). Use Tangent Continuity and the
forward 15% or so of the surface (Transition Patch Edges – Col = .15.)
1. With the stern and midbody surfaces both selected, right-click in the
graphics view and pick Join Surfaces.
2. At the prompt, Keep Originals, answer Yes – don’t throw away your
work yet.
3. If the join does not come out right, simply delete it and work on
improving the matching of the forward end of the stern section to
parallel midbody.
7.10 Summary
You have now seen how to operate the Surface Patch and Surface Edge Mate
functions, and a method for creating a parallel-midbody hull with a bilge radius as
well as the concept of joining surfaces together.
Note that the parallel midbody and the forward and aft sections are still available
as separate surfaces. If you wanted to adjust any of the parameters of the hull, i.e.
LCB or block coefficient, you could scale, move and adjust the separate surfaces
to accommodate the change without having to do a lot of re-fairing.
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Notes
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