Making a base for a model

Given a prototype base:

image

How to make it in Carbide Create?

First, we have a pixel image with some dimensions:

We import that into Carbide Create:

using “Set Background”:

and adjust for size:

It’s then a matter of drawing and toolpaths and so forth (we will try to do it w/o Create Pro, but will also show that).

For reference, there is an overhead view as well:

And we have a rear view:

image

and side view:

image

so we can begin drawing.

We start by using the midpoint of the rectangle:

as the center for a circle:

which is then snapped to the matching corner, then moved up into alignment:

and we eyeball a circle at the top:

and position it to match:

We then roughly draw in one side of the curve using the curve tool:

and go into Node Edit mode:

and adjust until things line up as desired:

Done

copy-paste in place to get a duplicate:

Then select the duplicate and the surrounding rectangle:

and Mirror Horizontally:

then select everything and use the Trim Vectors tool:

to remove what is not wanted:

until one arrives at:

OK

Join Vectors:

Yes

Deselect what one wishes to keep:

and delete to clean up:

(the outer rectangle can go as well:

and we can hide the background layer:

Probably should have kept the circle since we need one…

To re-establish that center, draw a rectangle using the control key:

Then use its corner to draw a new circle:

and delete the rectangle:

The vertical portion looks to be slightly inset, so we repeat this process at the top:

and nudge it down until things look reasonable, then draw in one side of the desired curve:

and adjust it as before:

Since one node is aligned at the center of the circle we can duplicate and flip just this one piece:

and drag it into alignment:

and draw in a rectangle to trim things along the bottom:

Then we again use Trim Vectors:

(after a quick adjustment)

and remove what is not wanted:

OK

and then use Join Vectors

and deselect what we want to keep:

and dupe and adjust a bit until we arrive at:

Looking at the side view, it looks as if the rise is about half again more vertical along the flat edge than at the rounded one.

At this point, we have to do a bit of toolpath work to get an idea of how things are shaping up, so we draw in a rectangle which will help us visualize things:

We then do a toolpath w/ a 1/8" ball-nosed tool since that will be used to cut out the standing part:

Then, we do a pair of toolpaths w/ a #201, the first using the same selection and to the same depth:

Then next using the base geometry and removing the balance of the stock:

which when previewed gives us a first look at how things are progressing:

and points out a slight mistake — we didn’t need to pocket with the ball-nosed tool, instead it should be used for a no-offset contour around the standing part:

We now need to draw up the standing part in profile, and begin working out how each side will need to be inset.

So we draw a rectangle the same width as the geometry, and as tall as the standing portion is supposed to be:

Then we add circles to represent the portion which was cut away by the ball-nosed tool:

and we draw in a line and rotate it the 30 degrees of the first angle:

and drag it into position:

Then we clip it using the rectangle and Trim Vectors:

OK

Then we can draw in a line for the other angle:

and adjust it:

Now we need a series of lines and paths, each cut to an appropriate depth which will yield the desired result. The steeper angle is easier, so we duplicate a circle and position it relative to the top:

and then measure the rise using a rectangle:

which will allow us to (mis)use the Linear Array tool to make a series of them:

Or would, if we only had sufficient precision:

Hang on, gotta use a program w/ a blend tool…

which when imported and aligned gives us:

So we draw in a vertical line, align it with first and penultimate circle:

and we make that many more

and space them evenly between the first two:

and align them neatly:

which can then be aligned with the project:

and slightly increased in height:

Done

We then draw in a rectangle to measure the depth of each circle:

and assign the matching line a toolpath to that depth:

and repeat until we arrive at:

We then need to repeat this for the sides and the rounded form at the ends.

Again, we draw in a rectangle of the correct width and position circles to indicate the perimeter cuts along the base and add a circle at the top to stand in for the rounding at the top:

Then we draw in a line:

and zoom in and Node Edit to make it tangent to two of the circles:

Note that this pretty much requires zooming in/out and switching back and forth betwixt each end to make things line up as they ought:

Done

Since duplicating geometry will keep Toolpaths associated we only need to do one side for the nonce.

Again, we draw in a pair of circles:

and get a blend…

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However, we have a brief digression — the rounded form of the top of the stand, since it is essentially part of a cylinder rotated in space describes a parabola, so we model a cylinder rotated thus in 3D:

and then slice it to get the geometry for the parabola:

which we export to SVG so that we can make use of it.

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With the parabola geometry, and the other geometry, we create a blend which should work for the balance of the stand part:

(but will probably require some work with a file or rasp — my theory on how the original was made is that it involved a router table and a number of fixtures — anyone else have any good theories?)

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Again, we draw a rectangle:

and use it to set the depth for a toolpath:

Repeat until one arrives at…

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A post was split to a new topic: P51 for a 2x4 contest

Apparently the math wasn’t quite right for the apex.

Adjusting that is left as an exercise for the reader.

To get a chamfer around the base see:

A V endmill is a good approximation for now.

and of course, one will want a slight inset for the nameplate:

as requested on support…

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Lastly, speaking of jigs and fixtures, it will be necessary to create a jig to drill the hole for the model to be attached, this too is left as an exercise for the reader — let us know on support if assistance is needed with that.

Alternately, one might want to draw this entirely using the Curve tool…

It will help to minimize the stock area to just a bit more than what one is drawing, so drag the background around and adjust as needed to arrive at:

model_base_v7_background.c2d (232 KB)

Then one can use either the Curve tool, or the Polyline tool to draw in a rough half of the outline:

Done

model_base_v7_polyline.c2d (236 KB)

(note that I am uploading the file at each stage for inspection for folks who wish to follow along)

Go into Node Edit mode:

drag-select all the nodes:

right-click, or press S to change them to smooth nodes and instantiate the off-curve nodes:

Note that the top node was already smooth (indicated by being a circle, so select it and change it again)

model_base_v7_smoothednodes.c2d (236 KB)

Zoom in on a pair of nodes:

and adjust them for position if need be:

begin dragging the off-curve nodes to adjust the shape:

If need be, fine-tune the on-curve node position(s):

and then continue adjusting the on-curve nodes until one arrives at:

(resist the urge to add an additional node along a curve unless necessary)

zoom out:

and begin adjusting the next section:

which seems good when zoomed in a bit:

so we move on to the last segment:

where we discover that two nodes were placed in the initial drawing

select the errant node and delete it by right-clicking and choosing Delete Node or pressing d

Reposition the node which was moved:

and while holding alt (option on a Mac) drag the way out-of position off-curve node so that it reshapes the upper portion of the curve, but doesn’t move the associated off-curve node for the lower portion which is already in position:

adjust the remaining off-curve node:

and adjust the position of the on-curve node so that it is at the apex:

and adjust the off-curve node so that it is level so that when joined, the curve will be smooth, not pointed:

Done

model_base_v7_half.c2d (236 KB)

copy-paste the left half:

Mirror it horizontally:

and drag it into registration with the other half:

where we see that things don’t quite line up.

(I believe because the scan was a bit askew)

If we draw in a rectangle using the control key (command on a Mac) to get the offset we can get the dimensions of a triangle which we can use a bit of geometry/trigonometry:

to determine how much to rotate each half to bring them into alignment:

repeat for the other side with the negative/positive of the angle:

(delete the rectangle)

The two halves should now fit together:

select both:

Join Vectors

Yes

If desired, go into Node Edit mode and smooth out the top node.

model_base_v7_outline.c2d (236 KB)