Freehand Panel

Use the Freehand panel to morph your mesh without needing domains, handles, or morph volumes.

Location: Tools page > HyperMorph module

Separate options exist for moving selected nodes directly, recording actions made in other panels, "sculpting" meshes with different virtual tools, and saving a morph as a shape.

Changes made on one subpanel do not affect the others, and are persistent so that you can switch freely between subpanels without losing any settings already made.

Sculpting Subpanel

Use the Sculpting subpanel to mold a mesh with a variety of virtual tools, such as creating hemispherical divots, cone-shaped projections, or molding sections with feature lines.

Areas of the mesh can be pushed or pulled to reshape it, creating either indentations or projections on the mesh.

Tool shapes include ball, cone, cylinder, node list, line, plane, surface, and mesh. Use different tools to simplify the creation of different types of deformation. For example, use the ball along a node list or line list to create a curved channel with a rounded bottom and ends, but use the cone to create a channel with a V-shaped bottom. Similarly, the ball can create a hemispherical divot or protrusion, while the cone can create a conical pit or spike. The following images illustrate use of the "ball" tool to create a raised ridge along a node list.


Figure 1. Two Nodes Selected, Tool not Applied


Figure 2. Ball Tool Applied to the Mesh. The ball tool has been applied to the mesh as if it had been rolled from one node to the other.
Option Action
affected elements Select the elements you wish to be subject to the sculpting. In this way, you can preserve parts of the mesh during sculpting (by simply not picking them).
angle = When sculpting with the cone tool, specify the angle of the cone's taper.
base The base node serves as a "handle" for the tool. The base node is moved along the path and the tool moves relative to the base node.
Note: Available for node list, line, surface, or mesh.
mesh compression
full mesh compression
Do not preserve the spacing between the nodes for any affected element. Elements may end up getting squashed flat.
Recommended for shell meshes which are being sculpted relatively normal to their surface so that the full mesh compression effectively "irons out" any wrinkles in the surface of the mesh.
compress by factor
Set a value between 0 and 1. The relative amount of compression (or expansion) which can be applied to the affected elements before the sculpting is "passed on" to neighboring elements.
Higher values mean more mesh compression. Lower values will better preserve the elements' original shape.
compress by distance
Set a value for the distance around the tool where mesh compression (or expansion) is performed. If elements are compressed by the tool, the compression will be spread out away from the tool but only through the specified distance. In other words, if you set a value of 30 for the compression distance, all the mesh compression will occur within 30 units away from the tool.
Note: Compress by factor and compress by distance work in the same way, uniformly compressing the mesh, but they differ in what they allow you to control. Compress by factor allows you to control the amount of compression per element while compress by distance allows you to control the area within which compression takes place.
fea linear or fea non-linear
Choose either auto props or user props. Select user props if you have added properties and materials to your model appropriate for the type of analysis to be performed ( OptiStruct or Radioss) and want to use those instead, otherwise select auto props. Then select the fixed nodes for the sculpting. HyperMorph will perform an FEA solution using either OptiStruct or Radioss to determine the deformation of the affected elements using the nodes affected by the tool and the fixed nodes as enforced displacements.
Note: Non-linear analysis, while more time consuming, is more appropriate for extreme mesh compression conditions and generally results in better element quality compared to linear analysis.


Figure 3.
move direction Define the direction that nodes are moved when sculpted. The two options are to use a standard plane and vector selector to define a vector, or to sculpt in the mesh element's normal direction.
offset = Specify the offset to determine how far the tool will be offset from the path in the move direction.
options Opens the Morph Options panel.
radius = When sculpting with the ball or cylinder tool, specify the size of the tool.
sculpting tool Choose the basic shape that will be used for sculpting.

When sculpting with a cylinder or plane, a new (unlabeled) plane and vector selector displays under the tool label. Use this (including a base node) to define the cylinder's axis, or the plane tool itself.



Figure 4. Ball. The ball tool has been applied to a node list.


Figure 5. Cone. The cone tool has been applied to a node list with an offset. The tip of the cone is moved along the node list, which, if the node list was selected along the mesh to be sculpted, will not result in any morphing. Use an offset to push the cone past the surface of the mesh as shown in the example.


Figure 6. Cylinder. A cube has been sculpted with a cylinder tool at a single point. Notice the mesh compression extending into the body of the mesh


Figure 7. Node List. A cube has been sculpting with a node list (gray circles) along a path (white circles).


Figure 8. Line. A line tool is used to sculpt a mesh. Notice how the base point (purple circle) is used to locate the line relative to the path (white circles).


Figure 9. Plane. A plane tool is used to sculpt a solid cube. A single node is used for the path and mesh compression of 0.5 is selected. Notice that the sculpt direction is different from the plane normal.


Figure 10. Surface. A surface is used to sculpt a mesh. A single node is used for the path (which ends up getting morphed due to the mesh compression). Notice the effect of the taper angle (45 degrees) on either side of the tool and how it prevents large mesh distortions at the tool edge.


Figure 11. Mesh. A mesh tool is used to sculpt another mesh. Since the path lies on the target mesh and the base node is at the leading face of the tool, an offset was used to create the sculpting.
taper angle = When sculpting with a node list, line, surface, or mesh tool, specify a taper angle for the tool to alter the taper of the resulting deformation.

The taper of the tool is like a shroud around the tool extending opposite of the sculpt direction, at the given angle. For instance, the taper for a point is a cone. The taper helps to smooth transitions between sculpted and non-sculpted regions.

tool path Choose the path along which the tool will be moved; the center of the tool follows the path.
through nodes
Sculpt along a user-specified node list.
along line
Sculpt along an existing line of the model geometry.
interactive
Perform freehand sculpting, using the mouse to determine the path. This option reveals a button that opens a new interactive sculpting subpanel.

Command Buttons

Button Action
finish Stop morphing macro recording.
morph Perform the morphing (move nodes).
move + Sculpt in the positive direction relative to the move direction input.


Figure 12.
move - Sculpt in the negative direction relative to the move direction input.
redo Redo the last morphing action.
redo all Redo all recent morphing actions.
save Save the current shape.
start Begin recording a complex morph macro.
undo Undo the last morphing action.
undo all Undo all recent morphing actions.