In this lesson, we'll learn how to create a solid body from surfaces. After completing this lesson, you'll be able to use Stitch, use Align and use Combine. Let's carry on building out this solid. We know where the bottom edge of our surface is. So in order to connect to that, because we've already trimmed it, we can simply come in and create a loft from this edge to that edge, and we can add tangency between that bottom. We can increase the weight of the tangency, for instance, if we want to make it two. Look at this from the left hand side. You can see how the blend is carried in. So this is a great way that we can create this surface geometry without actually having to create another rail, another path to follow. And we do have this one here but you can tell that it doesn't go in and doesn't intersect the surface where we want. So what we're going to do is create this lofted surface between those two edges, and we're going to use a tangency weight of 1.5, and we're going to say OK. Now we can hide Sketch 38. We're going to go to Create > Patch, and we're going to turn off Enable Chaining. We're going to come around these edges and then we're going to repeat that for the other side. And again, we want to make sure that we turn off Enable Chaining, And we'll simply select all the open regions and say OK. Next we're going to modify and we're going to stitch all these together, making sure that you don't see any red edges. If you see a red edge, that means that you still have an open edge. I'm going to rotate this around. So notice here it's telling us that we still have an open edge. So let's go ahead and box select everything, And then we'll say OK. So now if we check our body's folder, we should have a second solid body, Body92 and Body85. Now both of these again can now be combined with the original XSTAR body. This one blends right into the front, and while the geometry is probably a little bit off in terms of the width of this rib here, we have a really nice blend and geometry that goes in and holds our servo. Now you might be thinking to yourself, why do we have it sticking out of the front here? Why don't we take it farther into the body so that way it's recessed and we don't have this geometry sticking out? Well, in this instance, the camera needs to stick out that far in order to be able to tilt up. If we put it back any farther, then it's going to hit the main part of the body and we'll have to cut away geometry anyways. So this is probably the cleaner solution. And once we actually show the camera, the camera is going to obstruct and obscure this. And for the most part from the side, you're just going to see the camera and this extra piece of body right here. So let's carry on with the last portion of the mount, so we can build this and carry this up into the rest of the frame. Let's temporarily hide the XSTAR body. And this one's going to be a little more straightforward. We're going to create a loft from this edge to this edge. We're going to rotate this around and for a rail, we're going to make sure that we use this edge as a rail so that way we know that they are interconnected. And the next thing that I'm going to do is I'm actually going to stitch these together at this point. This is going to leave just the open end. So this way I can come in and I can extend all four of these edges. And notice that it has Enable Chaining turned on. And when I do that it's trying to select this edges here, it doesn't think that they are interconnected. So this means we should go back to the Stitch and notice that we left this edge open. We need to make sure that we have all those edges selected. Oftentimes it's a good idea to just box-select all the surfaces and notice that it has two gaps here. And that's okay, we're going to go ahead and say OK. And now if we go to extend, we should be able to select the four upper edges and simply drag them up. When we look at this from a front view, we can make sure that we're going up to approximately the right location. I'm going to go to seven millimeters, I'm going to say OK, and then I want to show the XSTAR body. I want to make sure that this goes up into the frame, and you can see that we have a little bit of overlap here. So now we can patch the top We can stitch it together, and we can make a third and final solid body. So now if we show the XSTAR body, We see that we have these three solid bodies that connect roughly to the rib. We can go into the model Workspace, select Modify, and Combine. We're going to select the main XSTAR body as the target and we're going to select these three as the tool bodies. Once they are joined together, they will take on that Nylon-6 physical material in appearance. And now we'll have the pivot point for our camera, as well as the mounting points for our servers, created directly inside the model. So again, even though it's not a perfect width match for the section here, you're not going to be able to tell once it's 3D printed and once it's actually in physical material that they're not a perfect match for the width. It's look like we are able to carry that geometry out to hold the servo. Let's go ahead and let's show the FatShark camera. Let's go back up to the top level. We're going to activate the main assembly, and I want to save before I go any farther. So now as we look at this, the camera itself is slightly offset from where it needs to be. Now you can see the original body that we copied and we moved it over a certain amount. And the camera can move up and down but nothing else can move, because this is actually grounded. So if we expand the FatShark camera, the tilt servo, if we right-click on it, we're going to unground. So that way it's free to move. We also no longer need to see the tilt mount, and what we want to do is come into modify and align. We're going to align components, now remember the XSTAR body is grounded, but the camera is not. So we're going to align it based on this selection, and we're going to go over to this selection, and that'll move the camera as well as the servo. We'll capture the position, And we'll say OK. Once the position's been captured, we can make sure that the tilt servo is grounded once more. So now the camera can still move up and down, nothing else can move, because everything else is grounded and we're in the right location based on our mounts. You can see that we have our servo mount, and again, all this information was brought in directly from the camera itself, the physical measurements and that's how the geometry for the mounts we just created were determined. So even though the camera model is just a visual representation, we know that the positioning for the pivot, as well as the mount for the servo, is going to be right for the physical model. We also have a nice rounded section here which means that when the camera tilts up, we're not going to produce any interference with it. because we're having a nice rounded section that goes around where the pivot is. So I'm going to revert back to that position. We're going to come in and we're going to show the Video TX Module, and we're going to save the file.