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Computer Aided Design 💻🎨

In Week 2 of Fab Academy, I explored a variety of 2D and 3D software to expand my design skills. I had prior experience with Photoshop 🖼️ for raster files and Illustrator ✏️ for vector-based design, so these felt familiar and comfortable. However, tools like Inkscape 🖌️ and GIMP 🖥️ were new to me, and I found myself diving deeper into their functionalities. In 3D design, I focused on Fusion 360 🛠️, where I not only refined my modeling skills but also explored animation 🎞️ features. This deeper dive was a revelation as I discovered new possibilities for design visualization. My knowledge of Blender, which I initially considered strong, was challenged when I attempted rigging for animation 🎬. The process was far more complex than anticipated, highlighting how much I still needed to learn. As I continued to explore 3D software, I drew connections between Fusion 360 and the UI of FreeCAD 🖱️. Both share a similar interface style that emphasizes parametric design, which made it easier for me to grasp the workflow in FreeCAD. Overall, this week was a journey of rediscovering my existing skills while pushing the boundaries with new tools and techniques, offering a deeper understanding of both 2D and 3D design. 💡🎨

2D softwares

Gimp

I’ve always heard that GIMP is a Photoshop alternative, so I finally gave it a shot! But having grown used to Adobe’s advanced features—like auto-detecting backgrounds and smart selections—I quickly realized how much I’d been pampered by Photoshop. 😅

Using GIMP felt like stepping back in time, almost like using Photoshop CS6 again. Not necessarily a bad thing, but definitely a shift!

Image Enter Gimp

🖼️ First Hurdle: Importing an Image

The first image I tried importing was too heavy for the app. 🚨 It struggled, froze, and I had to force quit before trying again with a lighter file.

Image File over 19MB

If you’ve read my intro post, you might recognize this image. 😉 Once I got it loaded, I felt more comfortable exploring GIMP’s toolset.

Image Zooming in to see the pixels

The tool library felt very familiar, and the interface was intuitive overall. One thing I absolutely loved? ❤️ The accessibility of the properties panel—everything was within easy reach, making adjustments smooth.

🎨 Experimenting with Effects

With my image loaded, I started messing around to see what GIMP could do:

1️⃣ New Layer & Paint Bucket Tool – I created a new layer and used the paint bucket tool to apply a semi-transparent blue fill, instantly giving the image a retro VHS vibe. 💾

Image Blue filter

2️⃣ Texture Brushes & Eraser – Next, I used texture brushes and the eraser tool to mimic a VHS glitch effect. No presets—everything was improvised! 🎞️

Image Adding Texture

3️⃣ Noise Effects & Lens Distortion – I played around with the noise effects in the library but then stumbled upon the Apply Lens option under Distort.

Image Applying the Lens effect

🔮 The Final Touch

From there, it was just a matter of tweaking the background color from white to black, adjusting the refractive index of the lens, and… voilà!

The final result? My image looked just like something displayed on an old-school CRT monitor. 📺 A total nostalgia trip!

Image Result

🎭 Final Thoughts

GIMP definitely has its quirks, and compared to Photoshop, it lacks some automation and AI-driven tools. But for a free tool, it’s powerful, versatile, and full of potential! 🚀

I’ll be exploring it more to see how far I can push it, but for now—this was a fun first ride! 🎨

Inkscape

Image First Boot up

Having used Adobe Illustrator before, I found Inkscape’s UI surprisingly intuitive! Of course, there was a bit of a learning curve—mainly in locating the tools I was familiar with. But the first thing I did? Customized the keyboard shortcuts to match Illustrator’s. And guess what? 🤯 Inkscape has an inbuilt option for this! No need for external scripts or tedious remapping—just a few clicks, and I was in my comfort zone.

Image Keyboard shortcuts

🖥️ Setting Up My Workspace

Before diving into the tools, I adjusted the document settings (a.k.a. editing the artboard, for my fellow Illustrator users). I switched to a dark background with a white workspace, making it feel more like home. This small tweak helped me ease into the interface without feeling like I was using an entirely new program.

🛠️ Playing with Tools

Once comfortable, I started experimenting! 🎨

  • Basic Shapes – First up, I created a square, filled it with solid color, then applied a gradient for some depth.

Image Square tool

  • Patterns – Next, I explored pattern fills, which worked smoothly!
  • Shape Builder Tool – Just like in Illustrator, I combined and subtracted shapes to create new forms. I added a gradient to the result, and I was already loving the workflow!

Image Shape Builder in action!

It was tough to hold back my designer instincts 🧑‍🎨 and avoid getting lost in perfecting every little detail. But I reminded myself: I am just exploring!

🏗️ 3D & Perspective

Curious about the Cube Tool, I played with perspective and colors to create a dynamic shape. This tool was fun and easy to use, making me feel like I could create entire isometric illustrations right away!

Image Cube Tool

Image Final shapes

⚡ Creating My Favorite Emoji

The pen tool was next. I challenged myself to draw my favorite emoji—⚡ the lightning bolt!

  1. I first created the outline.
  2. Then, I duplicated it to add a shadow.
  3. I added a highlight for depth.
  4. Finally, I gave it an edge glow for that electrifying look!

Image Layers for the emoji

Image The result

And that wrapped up my first dive into Inkscape! 💡 While there were differences from Illustrator, I loved the experience. Can’t wait to explore more. 🚀

3D softwares

Blender

Image

Blender truly humbled me. What started as an exciting challenge quickly turned into three days of struggle. I had learned the basics of the software before, but what I attempted this week was on another level. 🚀

🎭 Rigging – A Test of Patience

I followed along with a YouTube tutorial:
🔗 Rigging in Blender – Tutorial

Even with guidance, it felt so difficult. The process went something like this:

🦵 Step 1: Creating the Leg

1️⃣ Started with a plane mesh

Image Image Image

2️⃣ Subdivided it to form joints

Image

3️⃣ Added an armature (skeleton) to control movement

🏗️ Step 2: Building the Body

4️⃣ Created the body from a cube

Image

5️⃣ Parented the leg to the body so they moved together

🔗 Step 3: Adding Inverse Kinematics (IK)

6️⃣ Applied an inverse kinematics (IK) function to the leg
7️⃣ This unlocked the pose menu, allowing me to move the leg manually

But… there was a problem. 😓
The joints felt unnatural when moving.

⚙️ Step 4: Fixing the Joint Movement

8️⃣ Added a sphere as a buffer to make the movement more realistic

🔄 Step 5: Creating the Animation Path

Image

9️⃣ Created a circular path for the legs to move on
🔟 Duplicated the legs to complete the walking motion

Image

🎬 Step 6: Bringing It to Life

1️⃣1️⃣ Keyframed the leg movements
1️⃣2️⃣ Added materials for a finished look

Image

1️⃣3️⃣ Set up lighting to enhance the animation

Image

ImageAnd finally… my first Blender animation came to life! 🎉

Blender animation

🎥 Takeaways from My First Blender Animation

✔️ Rigging is HARD, but rewarding 💀🔥
✔️ Inverse kinematics makes posing easier but takes time to get right
✔️ Lighting & materials make a HUGE difference in the final look
✔️ Blender is powerful but requires patience

This was just the beginning—can’t wait to dive deeper into animation and modeling next! 🚀🔥

FreeCAD

Exploring FreeCAD as a free alternative to Fusion 360 and create a mounting bracket for a Raspberry Pi Zero board.

I decided to test FreeCAD, a free and open-source 3D CAD software. I was confident about navigating the UI but was quickly humbled by its complexity. To overcome this, I followed a YouTube tutorial that guided me through the process of creating a mounting bracket. This experience introduced me to essential FreeCAD workflows and tools.

Materials: - Raspberry Pi Zero board (for reference dimensions) - FreeCAD workspace

References - FreeCAD (installed via Terminal using Homebrew) - YouTube tutorial for guidance 🎥

Conceptualization: The goal was to create a mounting bracket that could securely hold a Raspberry Pi Zero board while incorporating essential features like mounting arms and screw holes.

Design Files: - (To be linked once uploaded to GitHub/GitLab)

Step-by-Step Procedure:

1. Launching FreeCAD:

Installed via Terminal (Homebrew preinstalled).

Image First Boot up

Image Lost in the new environment

2. Sketching the Base:

Created a simple rectangle, constrained it until it turned green (✅ Pro tip: white = bad, green = good!).

Image Sketch mode

Image Constraints tool bar

Image Constrainting rectangle to the center

Image Green=Good

3. Padding:

Extruded (padded) the base to give it thickness.

Image Extruding the rectangle

4. Referencing Geometry:

Used the External Geometry tool to reference existing features.

Image

New geometry tool

5. Adding Mounting Arms:

Created perpendicular extensions using the same constraint and padding workflow.

Image Creating the mounting arms

6. Creating Clamps:

Sketched circles onto the mounting arms, constrained them, then used the Pocket tool to cut excess material.

Image Sketching the cutting outline

Image Creating the pocket

Image Cutting through

7. Mounting Holes:

Used Pocket again to create holes for securing the Raspberry Pi Zero board.

Image Screw wholes created

8. Filleting:

Applied fillets to smoothen edges for a professional finish.

Image Filleting the corners

Testing Procedures: - Since this was a digital-only task, I visually inspected the design for errors. - Checked for proper constraints and feature alignments.

Results: - Successfully completed a fully constrained, properly dimensioned mounting bracket. - Understood FreeCAD’s workflow and essential tools.

Analysis: - FreeCAD has a steep learning curve but offers powerful parametric modeling capabilities. - External Geometry and Pocket tools were essential for creating complex designs.

Issues Encountered: - Overwhelming UI on first launch. - Initial difficulty in creating a constrained sketch. - Confusion regarding referencing constraints.

Resolutions: - Relied on YouTube tutorials for structured learning. - Practiced multiple constraint techniques to gain confidence. - Used External Geometry to properly reference existing sketches.

Summary: Exploring FreeCAD was both challenging and rewarding. I learned fundamental CAD concepts, including sketching, padding, pocketing, and using external references. The experience reinforced the importance of constraints and proper parametric modeling techniques.

Future Improvements: - Explore advanced features like assemblies and scripting. - Design a more refined version of the bracket with additional reinforcements. - Experiment with FreeCAD’s customization options for a more user-friendly workflow.

Image Customising the toolbar by drag and drop

Fusion 360

Image

Image Fusion 360 interface

This week’s assignment was to model a possible final project using various design tools, compress images and videos, and document the process. While my final project is an Iron Man gauntlet, I took this opportunity to finally create something I’ve wanted to make for a long time: an impossible pass-through toy.

This toy consists of two interlocking bodies that can only fit together through a specific sequence of rotations. It’s one of those deceptively simple designs that seem impossible at first glance but make perfect sense once you understand the movement. I followed a YouTube tutorial to create this, but even though I had a guide, the process was far from just copying steps—it was a deep dive into Fusion 360 techniques I hadn’t used in this way before.

Design and Modeling

I’ve been using Fusion 360 for about three years now, but this project introduced me to a workflow where constraints like coincident, equal, and tangent played a crucial role.

Image Constraint options of Fusion

These constraints ensured that the two pieces would fit together perfectly while still allowing for the required rotational movement.

Image Constrained Sketch

For the main body, I used: - Sketching & Constraints – Defined the shape and ensured symmetry. - Break & Sweep Functions – Created the interlocking sections. - Revolve – Generated the smooth curves for aesthetic and functional purposes.

Image Step 1

Image Basic Design

Image Breaking up lines to simplify construction

Image Image Creating a circular pattern

Image Creating an offset

Image Sweep Function

Image Sweep settings

Image Sweep result

Image Repeating same steps for the inner body

Image Creating New sketch for the revolve function

Image Calling the revolve function

Image Revolve Preferences

Image Revolve results

Once the model was complete, I added material appearances. Since both bodies needed to be visually distinct, I assigned different colored aluminum materials to each. This made it much easier to see the movement and interlocking mechanism clearly.

Image Aluminium Finnish

Animation & Rendering

After modeling, I wanted to animate the toy to showcase how the interlocking mechanism works. This is where I hit my first roadblock—Fusion 360 only allows animations for components, not bodies.

Image Animation Window in Fusion 360

The solution

I switched back to the design workspace, converted the bodies into components, and then returned to the animation tab. Now, with components in place, I could animate their movement using the transform option. Since I have experience with Premiere Pro and keyframe-based editing, I quickly got the hang of setting up motion paths and rotations. Once satisfied with the animation, I exported the video.

Image Creating components out of bodies

Image Expermenting with components

Image Using the Transform menu for animation

Image
Settings used

Image Making sense of the timeline

Animated pass through toy Animated Components

Reflection & Takeaways

  • This project reinforced the importance of constraints in parametric modeling. While I had used them before, this was the first time they played such a critical role in achieving a functional design.
  • The animation process was an unexpected challenge, but learning how Fusion 360 handles components vs. bodies was a valuable lesson.
  • Most importantly, I finally got to create this toy, something that had been on my to-do list for a while!

Next Steps

While this was just a modeling assignment, I’m now tempted to fabricate this using 3D printing. Holding the physical version in my hands and watching it work in real life would be incredibly satisfying. Maybe that’s a side project for later?

For now, though, onto the next week’s assignment!