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          Blender Tutorials: 608 Bearing - part 5

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Part 5 Completing the Bearing Cage 

With 608-CageA now complete its time to go back to Cage B which we copied and mirrored from cage A before the chamfers were added.

In the outliner click on 608-CageB, select the Eye icon to bring it into view and close the eye icon of 608-CageA.

When we originally mirrored the cage from 608-CageA, we effectively applied a scale factor of -1 in the Y axis. Press N to open the Transform  Properties window, You will see ScaleX:-1.000. To clear this back to ScaleX:1.000 we need to apply the scale to the object. To do this press Ctrl-A and accept "Apply Scale and Rotation". If you had simply changed the number in the Transform Properties window to 1 the cage would have flipped back to the other side of the bearing.

In Edit Mode select all and set Shading to Flat. This will make the next stages of modelling easire to visualise.

We need to square up the outer edges of the central face on the bridging section. This is best done on the bottom bridging section because it is aligned to the World Coordinates. This sectioncan then be copied to replace all of the other bridging sections. Therefore all bit the bottom bridging sections can be deleted.

In Vertex select mode, Loop select the two edge loops set in from the spherical sections of the cage.

Select Vertices
Dont select the loops on the bottom bridging section. Press X and choose vertices to delete the unnecessary bridging sections.

Zoom SW, pan Shift-MMB and rotate the view MMB, until you obtain a good viewing angle on the bottom face of the remaining bridging section.
Select Edge

In Face Select mode.
Face Select Mode
Select the central bottom face.
With the face selected press X  and choose "Only Faces" to delete it.

Not Square Switch to bottom view Shift-NumPad-7 and go into wire view mode Z. you will see the selected edges are not square because they were cut from 
geometry originally created from the ball bearing's UVspheer, so we need to square up the edges.

One at a time, select the face vertex on the outer surface of the cage and Shift-S snap Cursor to Selection.

Select the vertex on the opposite end of the edge and Scale S constrain X to a scale point of 0. Repeat this on the other edge of the face
Extrude Referance Face

Edge Angle Select one of the edges that cross the bottom face. Go to side view and wire view mode. You will see that the edge is not aligned to the Y axis, this is because of the same reasons the edge above are not square. 

Extrude E a face from this edge constrained in the Z axis. The length of the face is not important. We will use this face to see what angle the edge is at.
Set Cursor In the Mesh Display panel of the Properties Shelf select Edge Angle and then select the four vertices of the face.  
The angle of each face corner will be displayed.

To form the clasp we need to spin the bottom face 92.376 degrees.

Select only the bottom two vertices and delete them X as they were there just to obtain the required spin angle.

Prepare to Spin Select one vertex on the inside edge of the bottom face and snap Shift-S Cursor to Selection, to position the cursor to the centre of the spin radius.

Go into Edge Select mode.

Shift-RMB Select the side and front edges of the missing face.

Spin Face Go to side view NumPad-3.

In the Mesh Tools panel set Degr:92.376 and Step:7 and press Spin. Select all A and remove doubles W as we have also stacked 
7 vertices on either end of the edge below the  cursor.

Reselect Face Select all the edges of the loop around the opening opening and Extrude E on the Y axis  and -0.3 for the distance.


Spin Face In vertex select mode select one of the top vertices of the open edge and snap the cursor to it.

In side view press Spin on the Tool Shelf and set Angle to 90 and leave Steps at 7. The second bend of the clasp will be formed.

Select All and remove doubles.

Set 3D Cursor Select the four vertices of the open edge loop and Extrude them on the  Z axis a distance of 0.2

Select Short edge Select the front two vertices of the open edge loop and snap the cursor to them.

This will position the cursor on the mid point of the edge.

Select the two vertices of the left hand short edge of the open edge loop.

Go into Front View NumPad-7
Select Vertices

Spin ark of faces. Press Spin on the Tool Shelf and set Angle to 180 and Steps to 14.

This will spin an ark of faces over the end of the clasp.

Select all and remove doubles.

Set 3D Cursor Alt-RMB Select the loop of vertices that make up the back open face of the clasp and press F to add a face.

This will add an Ngone to the face.

Do the same to the front open face.

Set 3D Cursor Select the newly formed clasp and the four edge loops that make up the bridging section.

Set Cursor We are now going to Spin Dup the new bridging section with the clasp around the cage.

Tab into Object Mode and snap the cursor to the Origin.

Tab back into Edit Mode.

In the Tool Shelf press Spin.  Set Angle to360, Steps to 7 and select Dupli.

Spin Dup
Select all and remove doubles.

Set 3D Cursor Its now time to add the fillet around the edges of the cage. This time the outer edge loops will also follow around the clasp.

Follow the details in Part 4 to add the Fillets but with Edge Select activated make sure you select continuous loops that also include the clasp.

Add the 0.05mm Fillets.

Add the Edge Split Modifier also detailed in Part 4

Finally select all and in the Tool Shelf set Shading to Smooth.

This completes 608-CageB

Press Ctrl-W and save your work.

In the next section's we will add the dust shield and circlip to complete the detailed model of the 608 bearing

Completed Cage

<< 608 Part 4 The Cage Tutorials 608 Part 6 Dust Shield >>

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