First we'll do the forward half of the boat. Since the aft part only disturbs us, we'll hide those layers: Sides Aft, Bilge Aft, Bottom Aft, View Aft. We do that by unchecking the box in front of their names in the layer dialog. We get it with the button.
What we know from the Bow view are the coordinates at X=9 and at the stem. So we select the point at X=9 at the sheer and set Z=0-24 (i.e. the point is now 9,3,2). We select the point at X=9 at the lower edge of the side panel and set Z=0-9. The points at X=9 at both sides of the bottom panel will be at Z=0. From the Bow view we know also the width of the bottom at X=9: We set the outer point of the bottom panel to Y=0-24. Hey, we have now completely defined the cross section at the max. beam!
Now let's look at the stem. We select the top, frontmost point, at X=20, and set it to Z=0-36. The point below we set to Z=0-30, and the frontmost point of the bottom panel (at X=18) to Z=0-6.
Now let's have a look at the Bodyplan view. I have selected the sheer line, so it appears as yellow:
Let's work on the aft half.
Open the Layer Dialog, unhide the aft layers, and hide the front layers.
Now you know the game: The aft point of the sheer line (X=0, at the bulkhead) goes to Z=0-28 (taken from the Stern View drawing). The point at X=9 is already correct. Now, in Bodyplan view, move the Z coordinates of the other points of the sheer line up, so that the projection is a straight line.
We are done - nearly. Our boat has no transom yet.
You know already some ways how to do it: We could select the points at the end of the panels and make a new face to connect them with . This is what we would get:
Alternatively, you could create a new point, set it to 0,0,0-28 and then create a new face with all the points around the transom.
But I want to show you another way, using one more feature. In case you followed the instructions above and therefore have already a transom, I suggest that you do repeated "Edit -> Undo" until the transom is gone again.
We select the vertical aft edge of the side panels.
Finished! You know by now pretty much all features that you need to edit a hull. Wait - I forgot to mention one issue: Every edge can belong only to one or two faces, not to more. If your design would require a third face connected to one edge, then you'll need to find ways around it, e.g. by running a face in close distance parallel to an existing face. I'll show you that in part 6.
The rest of our design is clean-up work: Make all layers visible. Select all points or edges of the projections in front of the bow and aft of the transom and delete them via the menu Edit -> Delete, or - more easy - just click the corresponding button . Then select the aft halfs of the panels and assign them back to the original layer. Finally delete all empty layers. Either via the menu Layer -> Delete empty, or - more easy - just click the corresponding button . This button is also available in the Layer Properties dialog.
Finally we want to see our Bobsboat a bit more nicely. In any or all of the four views we do a right-click and select "Mode -> Shade". Looks nice, just the control net still disturbs us. So let's get rid off it. Menu Visibility -> Control net, or - more easy - just click the corresponding button .
How does it look like?
In part 5 we'll look at all the amazing outputs that FREE!ship provides.---
Oops, looks like the author of this tutorial didn't finish his job ;)
That 5th part was planned but never written.
Actually, I think it is not necessary. You should have by now the basics to use FREE!ship and to play with it. Furthermore, since FREE!ship is still in active development, it would need a permanent editing of this tutorial to keep it up-to-date. The trick with the dummy layers is e.g. not needed anymore in the current version. Just load the drawing as a background image.
If somebody wants to continue where the editor stopped, pls. feel free to contact me at stefan.probst(at)opticom.v-nam.net. I think I can convince the author (he shares the name and an eMail address with me, after all) to link to a continuation, or to include that continuation in this tutorial. Since he is busy playing with FREE!ship (his latest model has more than 1700 faces, close to 3900 edges, and nearly 2200 points), I don't expect that he will continue on his own.