In this lesson we'll be creating our Generative design features. After completing this lesson, you'll be able to create a subdivided body, create a pipe and change the display mode. At this point in time in our design, we're going to start to explore creating some subdivided bodies. To make a bit more organic shape that adds structure, allows airflow through to the components and overall just adds to the appearance of our design. We're going to go to the model workspace. We're going to make sure that our XSTAR component is active, and we're going to start a sculpted body. Before we do, I want to make one quick note. If you're carrying on with your own files, you should have no problem at all. If you decide to upload and use some of the design files supplied, I want to make a note about the different types of files. When you export a fusion archive file, you have F3D and F3Z. Anytime you have an F3D file, it's going to be a design that contains all of its own information, and what I mean by that, is there's no external components that are inserted. The F3Z file, is what gets exported if you have a distributed design. For instance in our case, we actually have an external motor. We have a specific design, the DYS motor that is imported or inserted into this file which makes it a distributed design. So keep in mind that if you are using some of the supplied files, if there is an F3Z file, that's a distributed design that contains the motors. If there is an F3D file, it's going to contain only the internal components. Such as the XSTAR body itself. So, at this point, there is a file that you can use that's an F3D file. That is version 19 and that does not contain the motors. So just keep that in mind, if you decide to use those files. There is a version that doesn't include the motors, that you are able to open and upload and continue on with. So, with that said let's go ahead and move on to creating a sculpted body. Now, I do want to make a couple other notes before we actually hit that sculpt button. We have the "Gen Mesh Sketch" turned on, so we're able to look at that. What I don't have "on" is any solid or surface geometry. Once we go into the sculpt environment, we're not really going to be able to modify and manipulate, and turn these things on and off. So, when I do this process, I like to make sure that they're hidden to start with and if I ever want to I can finish the sculpt, and then go back in and turn them on if I need to. So, right now all I have is the single sketch shown, and I'm going to go into the sculpt environment by creating a form. Once in here we're going to use the "Create" dropdown and select "Pipe. " A few things to note in here. We have "Path," "Chain Selection," which in our case isn't going to make any difference for us. And then we have this "Global Diameter." We're going to reduce this to be 1.5 millimeters, and we're going to see how that looks. So, let's get started by working off of the top surface. So, I'm going to select all the pipes that are part of the top surface. And these are all the ones that were projected, and I want to make some notes here. If I take a look at this, you'll notice that I have ones that are on the bottom surface, and this is perfectly okay. They don't need to be connected, but I will know that the segments are quite a bit on each of these. And I don't really need that much. So I'm going to drag the slider down. I'm going to reduce the number of segments that we have. This will simplify things later for us. So on our sections, let's go ahead and continue selecting each of these sections. So, select "Path" and then we'll go ahead and we'll grab each of these. Now I want to make some notes about where they intersect as well. Because we have lines that are extending past each other, it's not going to handle the intersection very well and what I mean by that is it's going to overlap the geometry. If you want to make sure that they end and they blend together nicely, then you need to make sure that you have an endpoint on the line anywhere they intersect. We can change the display mode, to show it rounded. And you can see that in these cases, it's able to blend those together just fine. That's not always the case. So, just keep that in mind that as you start designing, you may run into an issue where it doesn't blend these together nicely and you might want to consider changing the way that your sketch happens, to make sure that those endpoints are aligned properly. Because we only have two lines crossing and both lines are on the same surface, or essentially the same plane, then everything works out nicely for this example. So, at this point we're going to say "Okay." And now we have our generative mesh. Now there are some changes that we're going to make to this. But as we look at it we have this nice mash, we have the large node points in the middle where they cross and currently they are two completely separate bodies. And ultimately what we want to do is, we want to come back and connect them. But if we want to make any changes, we can look in the browser and we can see that this pipe is here, we can right click and we can edit pipe. And it'll bring the dialogue back up. Now at this point, it looks a little different, it shows all those intersection points in yellow, and that's okay. If we want to come in, and maybe change the overall size of it all to two millimeters and that works out well. One thing you'll notice, based on the number of sections, it might increase the radius of curvature in some of these and when we go to convert it to a solid that could potentially cause a problem. So, we might need to adjust some of the segments, and you can do that by clicking on them and we can pull them away. So you can see it pulls it away and now we have a little bit greater transition here. Again, maybe not ideal, it really depends on the number of segments you have. We can also reduce that again. We can change a number of segments. And the fewer segments we have, the greater curvature we're going to have going into those areas because it needs to blend a farther distance away. On the end types, we have the available option to square them off and what this does automatically, is it rounds them. It keeps that curvature going around those ends and because we've extended past where we actually want to trim, it's going to be fine for us. If your sketches don't extend past where you want to trim, then you'll need to come back and square all of these corners and that just takes a little bit of extra time. So, I think this is okay, we're going to go ahead and say "okay. " Let it convert. And again, we might need to work on some of these areas, if we find that it doesn't convert nicely. Because everything is now closed, if we hop back into our model workspace, these should all be solid. It will be two solid bodies, but at this point in time, we're still in the sculpt work space, we haven't finished the form yet, but let's go ahead and save our files so we can move onto the next step.