Thanks to eric & cowski for their support...a star in return for your input as well.
I would suggest if one is interested in a job with my company that you apply or contact human resources.
Taking MSPBenson's comments a bit further:
When creating freeform features, it is of the utmost importance that you pay as much attention to your curves as possible. Normally that means working with splines. Using a 3 to 5 degree spline with as few segments as possible will result in higher quality surfaces (better reflections & transitions).
In UG, Bridge Curve is almost a necessity, however the new Studio Spline in UGNX is VERY powerful & allows for easy continuity assignment & precise control over degree & segmentation. However, it only allows for up to C2/G2 continuity & is NOT present in v18.
Getting back to the original question of freeform, continuity, tangency & curvature....
Freeform modeling is normally constructing single surfaces using curves or other edges to define a surface's boundaries or cross sections. Under normal conditions, the designer will create many freeform surfaces that overlap or extend through one another & then trim them to a smaller size using adjoining surfaces or their edges as trimming boundaries. Once all of the surfaces are trimmed, they are usually sewn together into a multi-surface body. This body can be a solid (if it encloses a volume within a user-defined gap tolerance) or a sewn body of sheets (like a quilt). Continuity can often be assigned to each surface in relation to its adjacent surfaces. Whether it is assigned or not is up to the design intent or if a styling group requires it for visual/aesthetic appeal.
I had to do some digging overnight to get a definition that seemed appropriate concerning continuity. Finally found a good one from a textbook I used for a drafting class I took. It defines continuity as a term used to describe the transition between 2 elements, often curves and/or surfaces.
With that said, let's look at the 4 known types of continuity when dealing with curves & surfaces. I will try to explain them in order from simplest to most complex & encourage for anyone to add their comments or corrections. I should also suggest that the reader try to picture this in terms of 2D curves FIRST, then imagine it applied to surfaces.
The simplest and arguably the most used is positional continuity (C0/G0). Positional continuity simply means the curves/surfaces share a common endpoint/edge. Positional continuity often results in visible creases or corners. A simple example is the surfaces of a cube...the corners are positionally continuous. I personally do not believe that C0/G0 continuity necessarily need to be assigned as most modelers will force curves/surfaces to meet at common points/edges as long as they are within a reasonable tolerance. We'll discuss tolerance in another post....basically it controls accuracy of curves & how close surfaces are to their creation curves as well as controlling gaps between surfaces & model edges.
Moving on to the next type of continuity there is tangent continuity (C1/G1), or tangency. Tangency means the curves/surfaces share a common endpoint/edge AND their transition is 0° or 180°. Applying an Edge Blend to the corner of a cube is an example of tangent continuity.
The next type of continuity is curvature continuity (C2/G2). Curvature means that the curves/surfaces share a common endpoint/edge, the endpoints/edges are tangent AND they share the same radius of cuvature. This type of continuity will produce a smoother looking transition between 2 surfaces than tangency will.
The last type of continuity that is being practically used in UG is for the most part un-named, but for lack of better terms, let's call it acceleration continuity (C3/G3). At this point in time, I personally am not well versed in it's complete definition. From what I understand, acceleration means that the curves/surfaces share common endpoints/edges, they are tangent continuous, they are curvature continuous AND they share the same rate of curvature, or acceleration. At present, it is the smoothest transition possible between curves & surfaces. However, not all CAD softwares offer this type of continuity. UG does support C3/G3 continuity in Bridge Curves for v18, but I think that is it. However, Shape Studio does offer a Styled Blend that supports C3/G3 continuity.
Keep in mind, the higher the quality of curves you produce, the higher in quality your surfaces will be. Over-defining a curve is not always better.
Anyway, I know this is pretty 'deep' stuff & I don't expect a novice user to understand it completely. For a beginner, I'd suggest just understanding the first 2 types of continuity while trying to gather information on the last 2 over time.
I would suggest that for anyone who wants a better understanding of continuity that you take a course led by an instructor & practice using splines a lot.
Tim Flater
Senior Designer
Enkei America, Inc.