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Rhino 4.0 Essential Training
Maria ReƱdon

Rhino 4.0 Essential Training

with Dave Schultze

 


In Rhino 4.0 Essential Training, author Dave Schultze shows how the 3D NURBS-based modeling tools in Rhino 4.0 are used to engineer products from toy robots to full-sized aircraft. This course concentrates on using Rhino 4.0 for industrial design and rapid prototyping, with a review of common 3D terminology using specific examples. Along with a comprehensive exploration of the Rhino interface, the course includes an introduction to building 3D objects with Rhino's three primary entities: the curve, the surface, and the solid. Exercise files are included with the course.
Topics include:
  • Understanding 3D terminology
  • Viewing a 3D model in Rhino 4.0
  • Manipulating objects with commands
  • Creating curves, surfaces, and solids
  • Applying transformations to 3D objects
  • Creating unique shapes with Boolean operators
  • Snapping to objects and planes
  • Defining curve and surface degree
  • Prototyping a 3D model

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author
Dave Schultze
subject
Architecture, Modeling, Product Design, CAD, 2D Drawing, 3D Drawing
software
Rhino 4
level
Beginner
duration
5h 48m
released
Apr 08, 2010

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Introduction
Welcome
00:04Hi! I'm David Schultze, and I'd like to welcome you to Rhino Essential Training.
00:08In this course, I'll show you how Rhino's powerful, yet intuitive 3D
00:11modeling tools can be used to create anything, from a tiny toy robot to a
00:15full-sized aircraft.
00:18You could even have models you build in Rhino prototyped by a 3D
00:21printing service bureau, like this arm from the toy robot we'll be
00:24building in this course.
00:25First up, we'll take a visual tour of some common 3D terminology with specific examples.
00:31After that, we'll cover the Rhino 3D workspace.
00:33We'll see where everything is located and more importantly, why it's located
00:37there so you can find things quicker and easier.
00:40Later, we'll start building things using Rhino's three primary entities:
00:44the curve, the surface, and the solid.
00:47Then we'll see how each is closely related to the others and why.
00:50So, whether you're brand new to 3D or an experienced 3D designer, this course
00:54will give you what you need to start designing and modeling with Rhino.
00:57So, let's get started with Rhino Essential Training.
Collapse this transcript
Using the exercise files
00:00If you're a premium member of the lynda.com Online Training Library, or if you're
00:04watching this tutorial from a DVD-ROM, you have access to the Exercise Files
00:08used throughout this title.
00:10I've downloaded my Exercise Files to the desktop.
00:14Each of these files are saved from the beginning of the movie so you can just
00:17double-click to open. And if you're a monthly subscriber or annual subscriber to
00:21lynda.com, you don't have access to these Exercise Files, but you can follow
00:25along from scratch with your own assets.
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Recommended hardware
00:00Hi! I'd like to take a couple of minutes to talk about some recommended hardware for
00:03products that I use everyday with Rhino.
00:06First up is my mouse.
00:08You can see here, also on the screen or at the Microsoft web site. This is
00:12the SideWinder Mouse.
00:13It's actually designed for gaming, but it's got a lot of great features,
00:16which work well in 3D.
00:18It is an optical mouse, and that'll give you accuracy in tracking, but almost as
00:23important is the third button, which is also a wheel.
00:25It's the wheel that's used for zooming, and it's also used for clicking for pop-ups.
00:31Next up is the video card.
00:33I'm going to recommend the Quadro FX line from NVIDIA and depending on your
00:38budget, we have the high end here.
00:39This is the Quadro FX 3800.
00:42Now both of these cards I'm going to show you are OpenGL workstation-class video
00:47card accelerators, and that's important.
00:48Some people think that gaming cards can do just as well, and that's not true,
00:52especially for larger, more complicated models.
00:55This one here, the FX 3800, is about 900 bucks.
00:58If that's not in your budget, you could also try the FX 580, which runs about $150-160.
01:05The cool thing about some of the technology is this card would have been top of
01:08the line and over thousand bucks only about two to three years ago, and now you
01:11can get it for under 200 for the same performance.
01:15And finally, I'd like to talk about 3D navigators.
01:19This is the SpacePilot PRO made by 3D connection now owned by Logitech, and
01:24this is a six-axis controller, which allows you to zoom, pan and rotate, all
01:29with one input device.
01:31Normally, in Rhino, that would take three different keystrokes and mouse
01:34commands to accomplish.
01:36This is their top of the line one with the LCD screen and kind of the mini
01:39keyboard that lets you do a lot of custom commands and macros.
01:42The one I use is this guy, the SpaceNavigator.
01:46This one is for anywhere between 60 and 90 bucks, and it's nice because
01:50it's pretty portable.
01:51You can bring it with you.
01:52Now let's take a look at how the Navigator works inside of Rhino.
01:56I've got mine right here. So, we have six axes of control, so that means we can
02:02zoom by pulling forth and back.
02:04We can rotate by turning the knob and we can pan by pushing side to side.
02:09Let's see how it works.
02:10At first, I'm going to zoom in and out, back in, try a little rotate, and then
02:20we'll try to pan side-to-side.
02:21So, the cool thing about this controller is that you can do all three at once,
02:30which is not possible with the keyboard.
02:35Now, none of the products I've mentioned are absolutely mandatory; however,
02:38they're a huge boost to your productivity.
02:40So, if you use Rhino everyday, it's definitely worth the investment.
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1. Basic 3D Terminology
Understanding the three types of entities: curves, surfaces, and solids
00:00In this video, we'll take a 3D tour of the fundamental entities that
00:04comprise the Rhino universe.
00:06There are technically four Entities, but the Point Entity doesn't really count,
00:10since it's used mostly as a reference, or a marker, and not at all for modeling.
00:14That leaves us with three, the Curve, the Surface and the Solid.
00:18It's easy to keep these clear if you just look at the menu and see them
00:21organized one after the other, Curve menu, Surface and Solid.
00:26Let's start the tour.
00:28I'm going to zoom in.
00:30Here's our basic Point Entity.
00:33You can find that on the main toolbar right here, first position.
00:38Here's a couple of different kind of Curves. Even though some are straight and
00:43some are free form, these all are technically defined as Curves.
00:47We have open variety and closed.
00:49One fundamental aspect of Curves is you can turn the Control Points on, so I'll
00:53just light those up.
00:54I'm using the F10 shortcut.
00:57It's important to know. We'll discuss later.
00:59Next up is Surfaces, so we have just the flat plane here that would qualify as a
01:04Surface, and this more organic shape qualifies as a Surface as well.
01:09Doesn't matter the shape. We have two kinds. Surfaces can be trimmed with holes punched out.
01:16There is the flat plane, and here is the more of a Freeform shape.
01:21And any of these can also have control point curves turned on as well, so I'm
01:25going to go ahead and do that, using the shortcut key, F10.
01:29This just means with the Control Points' ability to turn on, they're still editable.
01:33We can move things around.
01:36That's in direct contrast to a Solid, which is no longer editable, at least
01:41with the Control Points.
01:42So, we here have a couple of basic primitives.
01:45This is a cylinder, and that's a cube, pretty obvious.
01:49Those are considered closed Solids.
01:52That's important too, because once an object is closed you can then make
01:55a prototype from it.
01:56It's interesting that some open Solids still are considered technically a Solid,
02:00because you can do some commands on them.
02:03For example, we have this shape here, and it's got one face opening.
02:09This is a good opportunity to discuss the relationship between Curves, Surfaces and Solids.
02:14You can build one from the other but also extract, or go backwards to the prior
02:19Entity shape, and in this case, we have an almost fully closed Solid.
02:23I'm going to go ahead and just do a quick cap on that top, cap the planar holes,
02:31select the object, right-click.
02:34So, now it is converted from a Solid that was open to a Solid that is closed.
02:38Okay, now here's another pretty open Solid.
02:43It's got a couple of faces missing, and just as a quick example, we'll use some
02:49commands that are specifically designed for Solids, but they work on this
02:53object, even though it is just a group of surfaces joined together.
02:56So, let's do a quick demo out of Fillet, select that edge there, and just do one
03:05more Fillet the other direction, type in a smaller number, select these edges in
03:12sequence, right-click to accept.
03:17So, there is a Solid Fillet command that's been actually performed on a Solid
03:20that was not fully closed.
03:25And then we have this Single surface that forms a Solid, because it's
03:29been wrapped and closed.
03:31So, here is an example of one of those, a Sphere and the Torus.
03:36So, there's only one surface there, but there is no openings, so it's kind of
03:40the rare animal that is a Single surface but also a Solid at the same time.
03:44Let's take a look at the Multiple part Entities.
03:49So, anytime a Curve is joined to another Curve, whether straight or arced or
03:54Freeform, those are called Poly-curves.
03:56So, here's a couple of straight-edged examples.
04:00Here's a combination with an arc, here's a combination with a Freeform Curve and
04:05a couple of straight-edged.
04:05Now remember, you can always go forward or backward, so we could use these to
04:11create a Surface, or break them apart and work on the individual segments
04:15and then rejoin them.
04:18Next up is the Poly-surface, pretty simple definition.
04:22We just have more than one Surface joined and has to be at the edge.
04:26So, if they overlap any other way, it will not be possible to join them together.
04:30Okay, here's another example with the Freeform Curve, which has been extruded to
04:35a Freeform Surface, and then to flat planes, all joined together as long as they
04:40share a common edge.
04:41And another more involved example
04:45with the Freeform Curve, some straight sections, we have some openings that
04:50have been trimmed out.
04:56One final note on the Poly-surfaces: after a Multiple Surface has been joined
05:02you cannot turn on those Control Points.
05:05So, if I were to select any one of these and hit the F10 shortcut or the turn
05:09Control Points on, it's not allowed.
05:12You can see here at the command line.
05:13We cannot turn them on.
05:14Not a problem, still you could detach those from each other, and then turn the
05:17individual Surface Control Points on if needed.
05:22So, those are the Entities that can be set to be the foundation of all the Rhino modeling.
05:26This 3D tour is critical to the understanding of how all Entities are closely
05:30related to each other, and by related, I mean you can quickly draw a Curve and
05:34then extrude it into a Surface, and then when Multiple Surfaces are completed
05:37and have no openings, they can then be joined into a solid.
05:41Conversely, you can also go backwards at any time and explode a Curve into
05:45individual segments, or explode a Solid into individual Surfaces.
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Comparing Bezier curves, B-splines, and NURBS objects
00:00In this video, we'll take a look at the foundation of organic modeling, the
00:04B-spline, and compare to it's far more well known cousin, the Bezier curve for
00:09which it is often mistaken.
00:12The Bezier is the curve widely used in 2D applications like Illustrator and
00:15Photoshop, and let's you draw or edit using points connected to handlebars,
00:19which are then used to adjust the shape of the curve.
00:22Let's first take a look at a Bezier and note the handles that make it easy to draw and edit.
00:27So, Bezier curves, first and foremost, are formula-based for infinite smoothness.
00:33It has the handlebar controls, which we've mentioned, which are connected via
00:36center point, and the two end points of the handles.
00:39It's also extremely useful for 2D, like Illustrator and Photoshop as mentioned,
00:43but not so much for 3D.
00:46Let's take a look at the B-spline.
00:49Again, this curve is also formula- based, and generates infinite smoothness.
00:54However, it doesn't have handlebars on the curve.
00:56It uses a control cage.
00:59That cage is outside of the curve.
01:01It only touches at the very end points.
01:03This curve was invented specifically for 3D for which it's excellent, but not so much for 2D.
01:10Now, let's take a look at the B-spline in 3D.
01:14Here is a Freeform Curve that has been drawn in Rhino.
01:17You can see the control points are highlighted there.
01:20So, if your curve does not display the control points, you can easily turn them
01:23on with the Control Point icon or using the F10 keyboard shortcut.
01:28You can see the cage, which allows editing.
01:29So, these can be moved back and forth changing the shape of the curve.
01:33So, I am going to zoom out and let you see that we have three of these curves.
01:38Those were used to generate a 3D surface, so here's the resulting surface from those curves.
01:46This is the term you might have heard called N.U.R.B.S. The technical definition
01:50is Non Uniform Rational B-Spline, so that's what the B.S stands for.
01:55It means surfaces that have been generated from these Freeform Curves called B-splines.
02:00The surface has the advantage of being editable, just like the curves were.
02:04So, I am going to select the surface.
02:06Let me turn on the control points for the surface.
02:10Here is a similar pattern from curves to the surface, as far as the location of these points.
02:16I am going to grab a couple of these guys and just pull them in one direction
02:21and see what happens.
02:23So, just like the curve that this generated from, this surface is infinitely smooth.
02:27I'll try one more little tweak here.
02:36Check it out from the back side.
02:38So, this hopefully illustrates why we don't use the Bezier curves from 2D.
02:45Any handlebars that were on this surface would be way too difficult to
02:48navigate or manage. You would have
02:50not only the center point, but also both of the handlebar ends, which would
02:53then need to be both moved and rotated, which would be extremely difficult.
02:57So, note that these control points for the surface, can only move.
03:01There is no really rotation about them.
03:03We can also move them in groups and scale them.
03:09So, the word B-spline does sound familiar to Bezier, but B-splines are mandatory
03:13and superior when you start working in 3D.
03:16B-Splines, with their cage of control points off of the line, do take a
03:20little getting used to, especially if you have loads of experience with 2D and Illustrator.
03:24But here is the good news.
03:26You can import an illustrator file, drawn with Beziers, and easily convert them
03:30to B-splines to generate 3D surfaces, as we have just seen.
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Comparing isocurve surfaces and mesh surfaces
00:00In this video, we'll define and review the visual terminology relating to NURBS
00:04surfaces, which includes the especially confusing term Mesh, because it is used
00:08to describe two totally different things.
00:11We'll also define an Isocurve, and where it is communicating to us.
00:14So, to get started, I've taken the NURBS surface form the earlier video, and
00:19built this lovely boat.
00:21Notice that we have curves on the surface, and these curves always cross at 90 degrees.
00:26These are the isocurves.
00:27They are used as a visual feedback, and are controlled by a Display setting.
00:33So, I can turn on this sail form, and in the Properties dialog on the right side
00:39here, you just crank up the density.
00:41So, we get more isocurves on the surface, but is the exact same surface with
00:48no more complexity.
00:50To find its true complexity, you can go back down to the Density of the default,
00:55which is 1, so most objects are created and displayed.
00:58So, remember, just like in NURBS curves, the NURBS surface is infinitely smooth.
01:05It can be said that there is an infinite number of these isocurves on there.
01:10We don't need that many to get to visual feedback; just a few are enough to do the job.
01:15Also, what we are seeing is a representation of the surface, such that the video
01:20card can show us this Shaded view. I want to contrast it with the Wireframe view
01:25here, right-click on the View port label.
01:29So, without shading, this is what all of our surfaces might look like, and it
01:32wouldn't be nearly as fun, or helpful to work this way.
01:36So, we will be typically in Shaded view, and why I mention this is the
01:41software and video card are showing you a representation of the surface, but that's overkill.
01:47We don't need to see an infinitely smooth surface.
01:48So, we are actually going to see a Screen Mesh is what it's called, which is
01:52on approximation that will be good enough for us to be able to move around in space.
01:57That Screen Mesh is where the confusion kicks in, because there is another Mesh,
02:01which is more of a Geometrical Mesh, and this is an entity that comes in from
02:06typically other software or file formats when they've been converted.
02:10Let's take a look at a Mesh surface.
02:13Here, you can see that difference, right off the bat.
02:15We have individual facets connected on their edges.
02:20Typically, we'll see a lot of rectangles or triangular polygons, and this
02:25surface is technically editable, although I probably wouldn't try.
02:30Let me show you exactly why I say that.
02:32I'm going to turn on the control points for both of these entities.
02:36Here is the NURB surface, and the Mesh. I'm going to use the control point, turn
02:41them on, or you can hit F10.
02:45Let's start with a NURB surface.
02:46We'll grab a couple of these points here at the top, just going to lift them up.
02:50To move the control points, I'm going to use the Alt+any of the four arrow keys to move.
02:56Later on, I'll show you how to change that default setting, so you can use
02:58just those arrow keys.
02:59Maybe I even nudge them out to show some wind blowing, great!
03:05Now let's try to edit the Geometrical Mesh, grab a couple points there and do
03:11some similar movements. And check it out!
03:15We've got basically a big disaster.
03:18That is not anything that you can probably use.
03:20And if you would have tried to smooth it, that would be a big waste of time.
03:25So, this Geometric Mesh is typically used for reference, when people have
03:29exported file formats, and you just want to model around them or rebuild then in a NURBS format.
03:33Let's also talk now about Isocurves, and their density.
03:39I mentioned that the surface is infinity smooth, and the isocurves don't always tell
03:44you about the complexity, but sometimes they do.
03:46So, we have an example here of a surface with a lot more isocurves.
03:50The reason is we have generated them from curves that had a large number of control points.
03:57So, I'm going to go ahead and select the curve, turn those on.
04:00We'll turn everything off first. Select these two.
04:05Turn the control points on.
04:07And you can see along this edge it was obviously built from a curve that was
04:13extremely complicated, and unnecessarily so, because it has these points are so
04:17tightly spaced, it makes it fairly unusable,
04:20when this four points along the top edge does the job just fine.
04:25So, the Isocurves show you the level of surface complexity, especially at their
04:29default setting of 1.
04:31That's always a good thing to check for when you first generate the surface.
04:34Ask yourself, 'Does it look too dense?' If so, always make sure that your
04:38surface is as simple as possible,
04:40which means, was it created from the fewest number of curves and control points?
04:45When dealing with NURBS and curves, simpler is always better.
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Setting measurement units and tolerance
00:00In this video, we'll define the two terms, Units and Tolerance, and
00:04explain their relationship.
00:05Unfortunately, some people start modeling and forget to check these two critical
00:09settings for a new project, or when using someone else's file.
00:13You can then end up with serious accuracy problems later.
00:16Sometimes, these errors can be so intrinsic that the project really needs to be
00:20remodeled with more appropriate settings. Yup!
00:23Sorry to tell you, but sometimes you do need to start over.
00:25Let's start off by examining Units first.
00:29We access those from the Tools options.
00:32It's actually an icon that looks like a yellow gear.
00:34We can click that as well.
00:36I'm going to select, under Document Properties, Units, and right now we are in Millimeters.
00:42So, that's actually a pretty handy unit to use and is valuable for like product
00:46design whereas feet or meters would work better for large-scale projects.
00:51Let's take a look at some of these units we can set.
00:54So, here is all the familiar ones, Millimeters, the Kilometers, all the way down
01:01to Lightyears and Parsecs.
01:04I haven't done a project that big yet.
01:08The good news about this is you can set the Units upfront and then actually
01:11change them anytime, multiple times during the course of a project, although
01:15you probably wouldn't want to, but Rhino will react by asking you if you'd like to scale the file.
01:21That can take a lot of problems away right off the bat, at least for changing Units.
01:26Let's now talk about the tolerance.
01:29This can be a little difficult to understand, but probably the best way to look
01:32at it is the accuracy of the file.
01:35So, in this case, we've got three decimal places, and in general, a smaller
01:39number with more decimal places means more accuracy.
01:44A larger setting means lower accuracy.
01:47So, I've got a demonstration prepared;
01:49hopefully, it will make this even more clear.
01:51So, this file was generated with a high tolerance of three decimal places, and
01:58I decided to go ahead and put some thickness on this sail.
02:03You're seeing a radius of 0.4 units around.
02:07Let's come up to the corner.
02:09This is where you usually have problems, but this is nice and clean.
02:13So, the 0.4 radius that ran around the entire perimeter, works fine with a
02:19tolerance that was far more accurate than it needed to be.
02:22Let's take a look at some low tolerance issues and how to identify them.
02:26In this case, I lowered the tolerance to 1, pretty high, and then ran a Fillet
02:33of 0.4, actually the same size.
02:35So, see, we have a tolerance level of a differential of about 1,000.
02:40Let's see what happens.
02:44So, here is the result.
02:45We cannot generate geometry accurately or reliably.
02:50That's smaller than the tolerance.
02:52So, that's probably the biggest reason to have the tolerance as high as you
02:55possibly would need, although we have to be careful.
02:58You don't want to have the tolerance too high.
03:00It can add so much additional calculations to the software that it can slow down,
03:05especially with larger files.
03:07That's kind of the relationship between Units and Tolerance, and I'm going to
03:10tell you now the best way to start a brand-new file, if you have this option.
03:14I'm going to go to File > New.
03:20When we get to this Template File interface, Rhino actually is organizing the
03:26units and tolerances together, in pairs.
03:29For example, we have Small Objects - Millimeters, which is what I've done in this file.
03:34This note will tell you exactly where it's best suited.
03:37For example, this says a small object millimeter is best for using
03:42objects smaller than a truck and for objects which must be built to
03:46manufacturing tolerances.
03:47So, these are pairing up the units and tolerances into a logical connection.
03:54This is probably the best way to start a brand-new file.
03:57However, if you get a file from someone else, you definitely would want to
04:00check what units you're working in and the tolerance thereof before you do too much work.
04:04I'll go ahead and cancel out of this.
04:10Units and tolerances often get confused or ignored, and they're really not
04:13that hard to understand.
04:15I suggest use the Templates via the File > New command and just go with Rhino defaults.
04:20However, if the project is expected to have intricate details, then by all
04:23means, increase that tolerance by a factor of 10 or so.
04:28One final tip: even though you can change the tolerance at any time in Rhino,
04:32that's not a good solution and can easily make problems much, much worse.
04:36A changed tolerance only affects objects created from that point forward, so it
04:41does not fix older objects.
04:43Then you actually have the far worse problem of different pieces of geometry
04:47with different tolerances, definitely a situation to avoid.
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2. Navigation
Introducing the viewport
00:00In this video, we'll introduce Rhino's use of the conventional four Viewport
00:04layout, and how each Viewport relates to each other as well as the geometry you create.
00:10As reminder, we have two basic types of Viewports:
00:12Orthogonal and Perspective.
00:15Ortho Viewports is typified by the Top, Right, and Front Viewports.
00:20These are viewed straight on with no distortion.
00:23The Perspective Viewport, by contrast, shows your model in a more realistic
00:26real-world 3D manner.
00:29So, the Ortho Viewports are best used for accurate measuring or
00:32alignment, while the Perspective Viewport is best used to get a realistic
00:35feedback on your design.
00:37Let's take a look. We have some labels here.
00:40The one that is highlighted is your current view, and that will be important to
00:43know for some of the commands coming up.
00:45So, only one viewport can be current at a time.
00:49We can then double-click on those labels to maximize the view, and get more room to work.
00:54And then double-click another time to get back to the original starting four Viewports.
00:59We also have options under these labels.
01:02We can change many of the settings.
01:04Right now, I'm just going to split the view here, just as an example.
01:10Another example of splitting is to go the other direction, and then once you
01:16have a new viewport, you can switch them to the opposite side, which would be the Left view.
01:23That way, you can add or subtract views until you get exactly what you need.
01:28However, it's quite easy, as you move these around, to end up with openings or
01:33blank space in the interface, which definitely looks kind of weird.
01:36So, this quick way to reset all the viewports back to the original starting four
01:40is with this icon up here.
01:41This is the 4 Viewport, Refresh mode, and that's back to the original positions.
01:47Also, you have the ability to save views, and this is especially useful in the
01:52Perspective Viewport.
01:53So, I'm going to go ahead and give this a saved name.
01:57Again, like all the other Viewport commands, you right-click.
02:00This is called the Set View, and here is where we would switch to another
02:04view or give it a name.
02:05So, that's called Named Views.
02:08We'll give it a name and close it.
02:15So, note that the label changes to the words that I typed in.
02:19And what I've done is added this position of the camera to memory.
02:24So, with the view saved, I'm going to make some changes. Even though we haven't
02:27talked about zooming and rotating,
02:29I'm going to go ahead and do those just so these views are little bit
02:32different, and we'll talk about zooming, panning and rotating a little bit
02:36later in this chapter.
02:37Now, let's say I need to get back to the other view. Here is where it's available.
02:42You right-click, and it's the same location, set the view, and the name we just
02:47gave it now appears on the list.
02:49So, it'll jump back.
02:50This is extremely handy when you have a specific view, and you want to maintain
02:54that throughout multiple sessions of using Rhino.
02:59So, Rhino allows for total customization of any single or combination
03:02of multiple viewports.
03:04This customization includes the viewport size, location, its name, and the
03:09view of your model.
03:10However, the basic 4 Viewport mode is a universal standard for a good reason.
03:15So, it's probably best to stick with this convention during your initial
03:18introduction to the software.
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Using construction planes to anchor model design
00:00In this section, we'll review the construction plane capabilities and
00:03logic inside Rhino.
00:05Note that Rhino refers to the Construction Plane as the CPlane for shorthand,
00:10but either term means the same thing.
00:12So, what is a CPlane and why do we use it?
00:15Well, without the use of the CPlane, you might not be able to model very much of
00:19anything, so that's how important it is.
00:21The CPlane is where all geometry is created by default, and that reason is important.
00:27Without a CPlane, Rhino would not know where you were clicking, because a point
00:32or object when viewed from the top- view might be at Z = 0, or Z = amillion.
00:37So, let's take a look and build the few simple objects to demonstrate.
00:41So, just like the real-world, the Rhino interface is in 3D.
00:45We have three dimensions:
00:46X,Y and Z, and that is why we have three construction planes.
00:51These construction planes are marked by the grid on the screen.
00:55So, there is a CPlane for the Front Viewport, another for the Left or Right side
01:00and the third for the Top Viewport, which is also shared by the Perspective.
01:04So, remember, you can only see one CPlane at a time in each Viewport.
01:09That's important, so the software knows where the objects will go.
01:13The CPlane is your default location for all functions like geometry creation,
01:17unless - here's the rule - you have a Snapping Override.
01:21For this first demo, I'm going to draw a freeform curve in the top view.
01:25We'll talk about curves in the 2D Geometry chapter.
01:29So, I'm going to select Freeform curve, and I'm just going to click some random points.
01:37So, you may want to check the Perspective View.
01:46Note that it's perfectly flat and planar, and so that is the construction plane
01:52governing where all the points go, flat in the construction plane.
01:56Now, I'm going to make another freeform curve with one difference.
02:01I'm going to turn the Snaps on.
02:03These are covered in modeling aids, so I'm just going to turn on the End Snap.
02:07Draw another freeform curve on the Right view.
02:11So, note in Perspective that it is flat on the Right construction plane, except
02:23where it finds some geometry.
02:24I'm going to go ahead and turn this Perspective View around a little bit,
02:33highlight the curve. And you can see how it's flat in some areas and
02:39then deformed in other.
02:40So, even if we drew this in the Right view, a side view, the curve may
02:45look exactly as needed;
02:47however, it's deforming in other directions as we've seen here.
02:51So, the best way to flatten that back out is to use another CPlane command
02:54located on the Transform menu, Project to CPlane.
02:59Note that this command works best when the Viewport is highlighted, so in this
03:03case, we've got the Right Viewport highlighted, and we want to answer, Yes,
03:07delete the Input Objects.
03:09Now, note in the Perspective View, that line is now perfectly flat.
03:16So, this is a good solution to keep objects flat and planar if you want them,
03:21but then snap to other things forward and backwards.
03:23I'm going to go ahead and maximize the Perspective View here, and we're going to
03:28make some changes to the CPlane.
03:32The starting positions of the CPlanes are just the file defaults.
03:38We can make changes to the CPlane at any time by right-clicking on the Viewport
03:41label, go to Set CPlane and we'll switch this view from where it is currently at
03:47the top to the Right view.
03:49We could now build geometry on that plane.
03:54Besides the three default positions of Top, Front and Side, we can also align to
03:58geometry in the scene.
04:00So, I'm going to go ahead and do that with this square here, floating at a funny angle.
04:05Set CPlane, and I'm going to select To Object.
04:08So, notice how the construction plane flips over, and that will now allow me to draw
04:13a geometry at that same angle, as if it were flat.
04:18So, this square is probably a good example.
04:19I'm going to show you a bad example. Here's the circle.
04:23It doesn't really have an edge.
04:25So, if we were to use that for alignment, set the CPlane to the Object, then it
04:32goes off at some strange angle.
04:35Probably the best object you can use for setting CPlanes is just a small
04:39plane in the scene.
04:40Here, I've got a piece of planar geometry.
04:42I'm going to set the CPlane to that, To Object.
04:47And now I can work up at that level.
04:49So, this is probably the best way to reset your CPlane just by having some
04:55geometry in the scene that you can visually see, and then it's perfectly
04:59aligned the way you want.
05:00So, the CPlane is one of the most fundamental modeling aids in any 3D software.
05:05Rhino allows you to change a location and orientation of the CPlane for any view.
05:09But remember, you can only have one - no more, no less - CPlanes active per view.
05:14So, if the idea of moving or customizing the CPlane is a little too advanced for
05:18your comfort level, but it's always a good practice just to build objects
05:21centered on the origin. Then you can use one of the Transform commands to get it
05:25into its final position.
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Changing the way a model is viewed using shading modes
00:00Now let's take a look at the variety of Display modes for each Viewport.
00:04Like in many Rhino commands, you can access these in several ways, as well as
00:07using keyboard shortcuts.
00:09The menu location is under View at the top of the interface, but you probably
00:13want to focus on the Viewport label for quick access, so let's start there.
00:17All of these Shading modes are accessible via the Viewport label, right-click,
00:22and they are all located at the top.
00:24Right now, we are in Wireframe view.
00:26This is probably the most common view, doesn't provide a lot of feedback, but
00:30this will be extremely helpful when you've got enormous scenes and want a quick refresh.
00:34Let's switch it over to Shaded mode.
00:36This gives you flat colors and lines, and in this case, the color is coming from its layer.
00:43So, I am going to go down to the layer option here at the bottom and we can see
00:48that the cylinder is on a blue colored layer.
00:51Everything else is on a black layer.
00:52So, it's going to appear as a shade of gray.
00:54We'll cover more about layers in the Workflow chapter.
00:58Next mode up we'll take a look at is Rendered.
01:02Now here, the color of every object in the screen is going to be based on its
01:06material it's been assigned.
01:08But since we have assigned no materials, we're just going to get this neutral, flat gray.
01:13The next mode is Ghosted,
01:15one of my favorites. This allows you to see through objects.
01:19It kind of highlights the surfaces but also shows edges and curves pretty clearly.
01:24So, this is extremely handy when you have objects or geometry with
01:28internal components.
01:29You can verify that things will fit and parts don't poke outside where they
01:32are not supposed to.
01:33Okay, and then closely related is the X- Ray, and this is just more flat surfaces
01:39with emphasis on just edges and curves.
01:42So, it's a little more abstract.
01:43Finally, the next two options are more of toggles than modes.
01:48So, we're going to click on Flat Shade, and that takes the last mode and just
01:51flattens everything out, and we can see that demonstrated here in this flattened sphere.
01:58Rounded objects become very faceted so it's probably something that doesn't look
02:02too good, but it does increase the speed for large complicated scenes.
02:05So, let's turn that toggle back off and check the final toggle.
02:10This is called Select Objects Only.
02:12And this can actually be a little confusing if you don't realize you've selected it.
02:17Everything looks like its in Wireframe mode, but actually, you're in a view
02:20where only those objects that are selected will get shaded.
02:23So, you have to select them for them to show up.
02:25Probably want to turn that back off, and I recommend actually keeping Shaded mode.
02:34This seems to me to provide the best feedback for visualizing a 3-dimensional scene.
02:39I further recommend that you have all the layers typically as black so that we
02:43get a nice, neutral gray.
02:44I think that's a great way to be more focused on the form, and therefore your
02:49design, as opposed to being distracted by colors.
02:52We'll cover more on layers, including changing the colors, in the Workflow Basics chapter.
02:56So, the Viewport Shading modes can be a huge aid in speeding workflow
03:00and avoiding errors, even though you will probably settle on just two or
03:03three preferred modes.
03:05Keep in mind there are also free plug -ins that can customize these modes
03:08even further.
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Navigating the viewport with pan, zoom, rotate, and reset controls
00:00In this video, we will learn how to navigate the Viewports via panning,
00:04zooming and rotating.
00:05Two items to note first; Number one:
00:07Ortho Viewports can only pan and zoom,
00:11while the Perspective Viewport can pan, zoom, and rotate. Number two:
00:15these navigational skills are surprisingly important.
00:19If you consider that the interface is only showing you a 2D representation of
00:23a 3D model, it is critical to understand how your project will look in the real world.
00:28And the best way to do that is by constantly changing your view, whether it's
00:31for visualization or just to work on different parts.
00:33We will start up by panning in the Right view - several ways to do this like most
00:38of the Rhino commands.
00:39We've got a View menu, and there's the Pan, Zoom and Rotate right up close to the top.
00:46We've got some icons for Pan, Rotate and Zoom.
00:50We've got the same commands when you right- click on the Viewport: Pan, Zoom and Rotate.
00:56Then you have to go down a bit. But we are to focus on the keyboard shortcuts that
00:59will be most effective for your workflow.
01:02So, to Pan in the Right view, I am going to hold down the Shift and my
01:05Right Mouse Button.
01:06You're going to hold and drag to move them around.
01:09Okay, we are going to do same operation here in the Perspective Viewport, Shift
01:15and Right Mouse Button, and you can Pan 3D Perspective Viewport side to side.
01:19Okay, next up is zooming.
01:23If you have a three-button mouse with a scroll wheel in the center, just scroll
01:27the wheel in or out, works the same on the Ortho Viewports.
01:31Or the keyboard shortcut is Ctrl+Right Mouse Button.
01:36Okay, now let's focus on the Rotate, which is the last way to manipulate the Viewport.
01:46This keyboard shortcut is Ctrl+Shift+ Right Mouse Button, and you can rotate around.
01:54You cannot, or should not do the rotation in any of the Ortho Viewports.
01:58I'll show what happens.
02:02You have really screwed it up,
02:04so we are going to have to show you the quick reset.
02:06We are going to right-click on the Viewport label > Set View and just re-select
02:11the same name that's already there, which is Right view.
02:14It'll straighten it back out to as in Ortho Viewport.
02:16I want to maximize the Perspective Viewport here by double-clicking, and show
02:21you another common problem is when you zoom out and do a few rotates, you get
02:28almost completely lost.
02:31A great way to fix this is just to select any object, and then there is a Zoom
02:35Selected button. That not only brings it front and center, but that is you new
02:39center of rotation, so it does two things at once.
02:41Now if you zoom in and want to get back out quickly, that same button with a
02:48Right Mouse click will zoom back to the extents of the scene.
02:53So, those are the conventional methods to do Zoom, Pan and Rotate using the
02:57keyboard and Right Mouse button.
02:59But if you have a 3D navigator, like the SpacePilot, you would be able to do all
03:03of those motions much more smoothly.
03:07So, the sooner you can master the basic Viewport navigational skills, the
03:10sooner you will be more comfortable with the software and productive with your modeling.
03:14Remember, all three navigation commands are implemented via the Right Mouse
03:18Button and a combination of Ctrl, Shift and Ctrl+Plus+Shift.
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Exploring help options
00:00For this next section, we will navigate the excellent Rhino Help system, which
00:04actually has several separate and distinct parts.
00:08All are available to use at all times, but Rhino has a real-time system
00:11called Command Help.
00:13It is unique and extremely useful for beginners, but we'll start with the
00:16standard help everyone is familiar with.
00:18We find this under the Help menu > Help Topics, or the shortcut F1.
00:23So, this contains pretty much every command or operation you ever would want to try in Rhino.
00:30We are going to focus on one, just for an example here, Extrude curved surface.
00:36We'll cover this in more detail when we get to modeling 3D surfaces.
00:39So, I want to call your attention here to this image.
00:42A lot of people don't realize it's actually a miniature movie.
00:45You just click on the Play button, and it will walk you through the steps of
00:48selecting and generating the command.
00:50You have also got the Steps numbered down below, and you also have Options.
00:55And when you start a command, you get the Options on the command line.
00:58But if you want to understand what they do first, you can select here, and this
01:01will give you description or sometimes even another video.
01:07Another nice feature here is it will show you the icon that you might see on the
01:10interface, or where to find that command on the menu.
01:14And then if there is any additional material below that, it's related commands.
01:18There's quite a few.
01:20Okay. Let's take a look at Rhino's real- time help system, which is fairly unique
01:26in most 3D softwares.
01:27This is called Command Help.
01:29And we get a little dialog window here, and I'm going to go ahead and dock this
01:34so we are to drag this over to the side until it locks into position.
01:38And that'll keep it from getting in the way of the Viewport.
01:42So, I'm going to go ahead and do that same command again, where I select the Curve.
01:45I do the Surface Extrude, and there is that same help section from the menu, but
01:54now it is monitoring what I do in real-time and giving me feedback and
01:57information along the way.
01:58A few more help areas available: we've got the Command List available in
02:07the same area under Help, and this gives you all the commands, one by one, in
02:10alphabetical order.
02:11So, if you're not sure where to look for, you could just actually look here for
02:15its name first, type in search terms, find something closely related to the
02:21command you're looking for.
02:22So, we will close that.
02:26The final Help area I want to point out is the Help on the Web with
02:31additional web sites, newsgroups and all sorts of training newsletters you can sign up for.
02:38So, compared to other 3D software, Rhino is extremely focused on modeling.
02:42Regardless, any 3D software, it can occasionally be overwhelming during the
02:46early learning stages.
02:48Fortunately, Rhino has provided a wide variety of support throughout the
02:51software, to help guide you along the way.
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3. Introduction to the Interface
Understanding Rhino's command philosophy
00:00In this video, we'll highlight the flexible nature of the Rhino interface.
00:04This flexibility means that you have the ability to run commands any of
00:08several different ways.
00:09So, this gives you considerable freedom, although it can sometimes add to your
00:12initial intimidation, or even confusion.
00:14So, at a bare minimum, you have four different ways to start any command
00:18and then two additional methods you can use to repeat those commands and
00:21really speed things up.
00:22So, for this example, we are going to use a circle each time.
00:25I am going to zoom in.
00:27And we are going to find it via the menu. It's under Circle.
00:32And I am going to select the Center, Radius version, although you can see there
00:36is like six or seven other ways to start a circle.
00:39So, we click to these points that are already set up.
00:42I will just drag out any radius that looks good.
00:45So, that's the circle via the menu command.
00:48Now, you have probably seen all these little icons on the side of the interface
00:51and since the circle is the most common, it's in there also.
00:54So, I am going to start with a button click, Center, Radius.
01:01Third way is via Popup. Assuming your mouse as a center button or scroll wheel
01:06that can depress, you are going to click that now. And this is a fully
01:10customizable Popup menu of any command that you want.
01:14Right now, it's got some of the defaults.
01:15So, I am going to drag the circle onto this little interface, put it over here.
01:19By holding down the Ctrl key, you can drag any icon that is visible anywhere in
01:23the Interface from its original position and make a copy.
01:26I am going to do it one more time, Ctrl+Drag. Now, we have two.
01:33The reason I did that is I want to show you how to remove a button if you have
01:36an extra or just want to rearrange these.
01:38You hold down the Shift, and that will move, and therefore delete, if you pull it outside.
01:42So, be careful that you don't use Shift to remove these interface buttons that
01:47really need to stay there.
01:48I am going to close the Popup now for a second, just so I can bring it back up
01:51here, close to where I need it.
01:52There is the circle. Notice that the Popup, when it disappears that saves you a
01:57lot of screen space.
01:59And the final way you can do a circle is via the Command line.
02:02This is this text area at the top.
02:04I am going to type in the first letter of the command and notice we have a lot
02:08of matches, more than a full, screen full.
02:11So, you just type as many characters as it needs to zoom in and narrow down.
02:14There is the Circle command.
02:15You can just hit Enter.
02:17It will fill in the rest of the letters.
02:19Notice the Command line gives you all the options too;
02:21we will get into those a little bit later.
02:23And I can draw a circle from the Command line - a little a bit old school, but it always works.
02:28Now let's get into Repeating Commands.
02:32As long as I am not in the middle of a command, I can right-click on the mouse,
02:36and that repeats the exact command that was previously done.
02:39There is our Circle.
02:41Now for jumping around and doing a circle, square and another shape and then
02:45back to circle, square, we have the option to go up to the Command line and
02:49click in a blank area, right-click, and that gives you the last 10 things you have done.
02:54So, you can go back to 2, 3, 4 Commands, pick them
02:57and save yourself a lot of time.
02:58So, I'll just pick that Circle one last time.
03:00None of these four methods that can be used to start a command are inherently
03:05better than any of the others.
03:07So, as the course progresses, you'll see each of these entry methods used.
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Using toolbars and docking buttons to a toolbar
00:00In this movie, we'll spend a little more time on the toolbars and how they can
00:03be easily customized for enhanced workflow.
00:06So, a toolbar is simply a grouping of related commands that are illustrated with icons.
00:10Use of these toolbars will make those commands you use most often that much
00:14quicker to find and use.
00:15Let's look at some of the toolbars that are already open and docked here on the top.
00:21So, the tooltips is merely the explanation of what each icon does with options
00:26for left and right mouse buttons.
00:27It may take a bit of a delay on your system, but you can modify.
00:31You can also note a little white triangle in the lower-right corner of those icons.
00:35That means there is more options below.
00:38So, I am going to click, and then I can select one of the probably twenty
00:42plus different ways to select entities. For example here, Curves those will highlight.
00:47Let's turn that off.
00:48That was a little bit buried and awkward to find.
00:51So, the next step here is I am going to click -
00:53instead of selecting one of the icons, I am going to click on the border at the
00:58top, and drag that out.
01:00Let me take a little bit of practice.
01:02It sometimes wants to close off all the other action.
01:04So, that's the Select toolbar.
01:08I recommend a second toolbar to open is under the Move.
01:13Here is all our Transform commands, quite a few there.
01:16So, I am going to click on the border at the top, drag it.
01:20Now, these will stay in the screen until you move them or close them with the X.
01:25I will get that back open.
01:28But the purpose of this movie is to show you how to dock these.
01:31So, we are going to scoot them over to any of the four sides and when they get
01:35close, some space should open up, and they pop in.
01:40And then you can scoot them around.
01:41They don't always go exactly where you want, so you may have to move them later.
01:45Next up is the Popup toolbar, which is accessed via the middle mouse button or a
01:51scroll wheel, if it can be pressed.
01:52Here is the basic set of icons. You can add or subtract to this set very
01:57easily just by selecting and dragging one of the other icons that are already visible.
02:03Be careful. A lot of these icons, you don't want to lose, so you want to hit the Ctrl
02:08button, then click and drag to copy.
02:13Now if you hit Shift, you'll be moving and deleting.
02:17So, you have got to be very careful you don't delete something from the
02:20interface that you'll need later.
02:21I am going to open up two more windows, because I think they are important enough
02:26that you are going to use on a regular basis.
02:28Those are the layer dialog and the Properties.
02:32So, these I am going to dock on the right side because they'll need quite a bit more room.
02:38Once you open and dock any of these toolbars, they will remain with your
02:42installation of Rhino so the next time you turn on your computer, they will
02:44be in exact same spot.
02:45They are not saved with the file, so when you send it to someone else, they
02:49will not see the same arrangement.
02:51Just as a brief refresher,
02:53I am going to go look at the tools and our Options. So there is two types of
02:59settings that get incorporated into Rhino.
03:01We have got those that are included with the Document, listed up at the top, and
03:06those that are included with the software installation.
03:08They are always there at that particular computer.
03:12So, the toolbars can be a great way to get started, but they are only as
03:15helpful as your ability to remember where you docked them and what each command does.
03:19The Popup, when fully customized, may be a better way to go, but it makes more
03:23sense to leave it alone until you reach a comfort level with the software.
03:26So, for the remainder of these videos, we'll avoid using the Popup so we can
03:29learn where things are located and why.
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Navigating the geometry menus using a "department store" analogy
00:00In this video, we'll review the organizational structure of Rhino's pulldown menus at
00:04the top of the screen.
00:06This is actually a great place to find and learn new commands, but also
00:09understand their logical relationship to each other.
00:11I have this interesting thing that I call The Department Store Analogy.
00:16With this, we classify each of the Rhino three entities or categories is being
00:21located in departments.
00:23So, we have a department for curves, we have a department for surfaces and
00:29a solid department.
00:30Now this is further organized by levels.
00:33So, at the top of any of these departments we have, create new ones,
00:38generate new geometry.
00:40At the lower levels, we have edit existing things that you already made earlier.
00:45So, all three of these menu sections are organized the exact same.
00:49We'll go ahead and do a few demos, just to further explain.
00:53We'll be making new geometry here of the three different types.
00:58For the curve, I'm going to select Rectangle.
01:02Now just a note: a curve is basically any type of line, whether it's straight or smooth.
01:08So, I'm going to pick the Center to Corner.
01:12With a little bit of snapping, we have a brand-new square.
01:16Now let's make a brand-new surface.
01:18Surface menu. For the next two examples, we're going to extrude these shapes
01:23into a third dimension.
01:25Now these are something we'll cover in more detail in a later movie.
01:29So, I'm going to select these curves.
01:33So, there we have a new surface.
01:35Let's make a new solid.
01:36On the Solid menu, top floors, pretty much in the same general location as the
01:43prior one, Extrude Planar Curve > Straight.
01:45I'm going to select the curve and then pick the end, and there we have a
01:523-dimensional solid from a curve.
01:54Those were all at the top section, since they were new. Now let's explore kind of
01:58editing existing geometry.
02:00For this example, I'm going to use Fillets on all three entities.
02:04This is another great example where a command can work on different types of
02:08geometry, whether it's a line, a surface or a solid.
02:11So, it's another way that you can extend your knowledge.
02:14First, let's Fillet, the square.
02:16We'll choose the Curve, so here's the Fillet option, located on the lower
02:22level, radius of 3.
02:24I'm just going to verify that.
02:26You can change it by clicking at any of these options.
02:29Click the two sides, zoom in a bit, repeat, click the two sides, and there is a Filleted curve.
02:38We can do the same thing with the surface, lower-level, Fillet. Let's verify the
02:44radius is okay and just pick the two sides, Fillet at the Surface.
02:53Last up will be the solid.
02:55It's the same command and the same general location, Fillet at the Edge.
02:58Just pick that top edge here, hit Enter.
03:04Now we've got a solid fillet.
03:08Many new Rhino users forget where a command is located.
03:12So, with this Department Store Analogy, you can easily find any command simply
03:15by asking, 'What are you making - a curve, a surface or a solid?
03:20And the next question, 'Is it new, or an edit to an existing one?'
03:25This system works really well, even when you can't remember the name of the command.
03:28All you have to do is find the best department, the level, and take a look
03:32around, just like you're shopping.
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Using the command line and status bar to get feedback
00:01Rhino has a unique way of providing a variety of feedback information to the user.
00:05So, in a way, Rhino is communicating with you and keeping you informed at all
00:08times, even during the middle of a command.
00:10So, in this movie, we'll learn where to look for that feedback and then get more
00:13predictable results and increase your accuracy.
00:16Now be aware, many of these commands have multiple steps with options
00:20available at every step.
00:22So, it's very easy to miss some of those options or even misread what Rhino is asking.
00:26To fix this, we're going to make sure that our Command area has got enough space.
00:30Right now, it's a single line, which is nowhere near enough.
00:33I'm going to drag on the border here, by clicking and dragging, and then releasing.
00:37You typically want to have about three lines, so that you know what's going on
00:41and what's being asked.
00:43So, for the first method, which I'm nicknaming Eyeball, we're going to draw a
00:4716-sided star and just make it look good and not care about the size at all.
00:52So, this star is located in the Curve menu, under Polygon.
00:58We're going to create a star.
01:01Check the options here.
01:02We've got three of them.
01:02I'm going to click on the first one only to switch from 4 sides to 16, and then
01:09it's asking now for the center.
01:13Now it needs the first corner.
01:16Before I select the second radius, I want you to take a look down at the Status Line here.
01:22This tells me the current X, Y, and Z position of the cursor.
01:27This number here is the most important.
01:28This tells me the size of the radius as I move.
01:35So, I'll go ahead and pick somewhere where I think it looks great. There is the star.
01:39This is the Eyeball method.
01:41We don't know what the sizes were, but it looked good.
01:44Now let's try to build another star, but this time with more accuracy.
01:50So, I'm going to repeat the command, Polygon: Star.
01:53We're going to switch from 16 sides to 5, and we'll start at the same way by
02:01snapping to the intersection.
02:02Now, instead of just clicking anywhere, I'm going to type in its exact size.
02:09I want the outer radius to be 24, so I'm going to type in 24 on the
02:12keyboard, hit Enter.
02:14Now you'll notice it's kind of constrained to that radius.
02:19So, I can just click in any angle, if it's important to me.
02:22So, I want to maybe have it go out vertically.
02:25Now we have the second radius.
02:26If you check the Status Line, you can see things moving.
02:31I'm going to have that be exact and type in 12.
02:34I'm going to do one more edit to the star, go ahead and rotate it.
02:41This is a transform called Rotate 2-D.
02:43So, we'll just select the star. As its center,
02:50I'm going to pick here in the middle of the intersection.
02:52Now the first angle doesn't really matter, because it's all relative.
02:56So, I'm just going to pick somewhere here to the side.
03:00Notice the Status Line giving me numerical feedback, so right now it's about 28
03:04degrees, 30 degrees.
03:06I'm going to go ahead and type in 35, so that's a 35 degree rotation.
03:12It's the exact size with an exact rotation.
03:14Now for the next example, we're going to use kind of a hybrid approach.
03:18I'm going to activate something called the tooltips, where we get all this
03:21information right at the cursor without having to look down below.
03:24So, we access this through the Options, which is the yellow gear on the command line.
03:30I'm just going to browse down.
03:31If this is not already open, you want to go to Rhino Options > Modeling
03:35Aids > Cursor toolTips.
03:38I'm going to go ahead and turn those on.
03:40Make sure you have the same three selected.
03:42I want to know what I'm snapping to, the distance I've moved, and the Command
03:46prompt tells me exactly what the command is asking for, or the next step.
03:50I'm going to go ahead and do one more star.
03:52Go to the command line, right-click.
03:56There's our Star Command.
03:58Notice now, right by the cursor, we have a lot of information.
04:03It's telling us that we need to select the center.
04:06It's kind of waiting for that.
04:07It's also telling what I'm snapping to.
04:09So, I'm going to go ahead and pick the intersection.
04:11I can then move away for the other corner, and that top number is the current
04:16radius, so I don't have to look down.
04:17So, I can eyeball things or type in a numerical value at any time.
04:20So, it gives you the best of both.
04:24Then give it a second radius, although I'm going to hit the Enter key here to
04:29see what this Automatic Command is.
04:31So, that makes a perfect geometric star.
04:34So, the feedback areas can greatly aid in the reduction of errors for
04:37providing real-time updates.
04:39They not only tell you every available option for the command, but also your
04:43current size, distance or angle.
04:46You don't need to use these feedback features near as often when you get more
04:49comfortable with Rhino, but they're always there.
04:52It can be a great way to identify problems before they happen.
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Modifying the nudge control and setting other preferences
00:01In this video, we will learn where all of the Rhino program options can be
00:04accessed and modified.
00:07These options can then be saved with your Rhino file or inside your computer
00:11software installation, so they remained in effect until changed later.
00:15Most of these are personal preferences, and can change to whatever kind of model
00:19you're working on, with one exception, and that is the Nudge setting.
00:23So, let's cover this Nudge setting first, and get it out of the way.
00:26So, first definition. By nudge, I mean I would like to use the four cursor keys
00:32on the keyboard: the arrows that go up, down, left or right.
00:36Currently, I would select an object and would love to have that just move the
00:41object, but instead, by default, Rhino rotates the view.
00:45As I click up-down, left- right, you see it's panning.
00:49That doesn't seem like a big issue.
00:50However, when we go to one of the Ortho Viewports, we get a big, fat mass.
00:56This has now totally distorted the view, and it's unusable.
01:00So, I'm going to get this first fixed by right-clicking on the Viewport, go to
01:04Set View, and pick the same exact name, which is Right.
01:07I'll straight it back up.
01:10Okay, so let's find out where the Nudge option is set.
01:13We can go to the Option button here, which is the little yellow gear at the top.
01:19As a refresher, we've got two sections, any changes made to this top-level, go
01:24with the file, so other people will see them on the open-end.
01:27And then the Rhino options are with your installation on your computer.
01:30So, the Nudge is located in modeling Aids under the Nudge section.
01:34We just want to make one quick change, put it back to the arrows.
01:39Now we've got some additional control here, because we can give it
01:42three different steps.
01:43So, I'm going to do that right now.
01:45So, everytime I click on one of the arrows, I want to have it move one unit, and
01:49if I hit the Ctrl key, I want to go a smaller increment, and if I hit the Shift
01:55key, I'm going to go 10 times larger.
01:57Now if you're familiar with a lot of 2D applications, they use the cursor keys for
02:00moving things around.
02:01So, I like to have that same benefit here in 3D.
02:04So, I hit OK, and now we're going to watch the difference.
02:07I want to select one of the objects, go back to maximize, and as I click the
02:13arrows, it moves around in the scene much, much easier
02:19than dragging something, especially since I have the increment set, so I can
02:24always get stuff back to its original position.
02:26I want to give you another example of why nudge is really handy, and that's for experimenting.
02:32So, I'm going to make a copy of this object, and then let's try something out,
02:35and see if it looks any better.
02:37So, I'm going to do an Edit > Copy and Paste, and then just nudge this away.
02:46So, let's try a quick Fillet and see if it looks as good as we think.
02:49I'm going to go to the Solid menu, and just Fillet the edge, and I'm going to pick
02:57a couple of those edges there.
03:02Right-click to accept, or hit the Return key, and there is my little test.
03:08So, if it looks good, you're done.
03:10If not, you can delete the copy and just do another test.
03:15So, we'll use the shortcut keys this time:
03:18Copy, Paste, Ctrl+C and Ctrl+V, nudge it over.
03:24And a lot of times, I'll make multiple copies, so I can copy that, paste it, and
03:29nudge additional copy over. So, this is 3D.
03:32Remember, there is no charge for extra copies. Okay.
03:35Let's revisit the Option, Control panel again, click on the yellow gear, and
03:41this time, I'm going to modify the grid.
03:43I am going to zoom out a bit, so you can see it.
03:45Now the extents are just actually half of the grid, so it's from the origin out.
03:53So, that would be from this center 100 units.
03:57I have got the grid line set to every 1 millimeter, so if we zoom in,
04:01you can see there is a lot of lines.
04:03I'm going to go ahead and change this really quick to every 10.
04:06Notice the grid updates pretty quickly.
04:09So, whatever you change it to, make sure your Grid snap is this same number as
04:14the grid spacing. Otherwise you'll be jumping to some point in between it, and
04:17you won't be clear where you are.
04:18I should've left that open, so we can continue at the same spot.
04:26The next item we'll take a look at is the colors on the screen.
04:32We can change the Background color.
04:36It might be too bright for you, but this gives you a lot of options.
04:46After some experimentation, if you want to get back to the original
04:48situation, you can just click on this Restore Defaults button and that go
04:52back to the original.
04:53Okay, finally, I'd like to talk about Units and tolerance, because these are
04:57pretty critical to modeling accurate parts.
04:59So, we go up to the top here, part of the Document Properties.
05:03Right now, we've got the units set to Millimeters, and this tolerance is pretty important.
05:08It is basically the accuracy of the data.
05:11So, here we've got three decimal places.
05:14So, that's pretty accurate.
05:16Now you can change the tolerance at any time. A word of warning:
05:20you don't want to do it in the middle of a file, or a halfway through a project.
05:23It's always best to set it upfront, and then you know that all the geometry in
05:27the scene is set to the same tolerance, and the reason is if you do operations
05:31from one part to another, if they have mixed tolerances, you could have lots
05:35of serious problems.
05:36So, to prevent even worrying about this, there is a nice new feature.
05:40We'll close this, and we open up a brand-new file.
05:47Rhino gives us Template options.
05:50It's a brand-new feature.
05:51So, we could select, for example, Small Objects in Millimeters, which is what
05:54I'm working on, and it gives you a great little example here.
05:58This is a template file for building objects to size of a truck or a smaller,
06:02and they're going to be build to manufactring tolerances.
06:05So, if it's a hand-held object, this would probably work with no further
06:08changes, and you don't have to worry about updating the tolerance and
06:11causing problems later.
06:12For larger objects, like maybe some architectural projects, you can go to Large
06:16Objects - Feet and again, there is a same example:
06:19the size of a truck or bigger, tolerance 0.01 feet.
06:22So, what I recommend is opening up one of these template files, selecting one of
06:28the presets and just work with that.
06:31So, the customization of the interface and settings let you adapt Rhino to your workflow.
06:35Except for this Nudge setting we discussed first, you probably don't want to
06:39change much, if anything, to the defaults.
06:42Remember that any changes to this settings in the Document section are
06:45automatically saved to the file.
06:47Any changes to the Rhino section are saved to your computer,
06:50so those remain fixed until you change them manually.
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Using the Properties window
00:01In this video, we'll explore the Properties dialog, and learn how it can be
00:04used to provide quick feedback to any object selected, and then make quick
00:07changes if so desired.
00:09So, it's not open by default, but it's so darn handy.
00:12We're going to dock this into the interface, so it remains available at all times.
00:15So, we can find the Properties dialog by going to the Edit menu > Object Properties.
00:21It's also quite a bit faster
00:23if you just use a little, what I called the Rainbow icon, pop that open and
00:27here's our Properties dialog.
00:29Now with nothing selected, to just give you some feedback of the camera or scene
00:32we're looking through,
00:33let me go ahead and pick one object here.
00:35So, right off the bat, this will tell you if it's been named.
00:39Its type is a polysurface - it tells you the current layer - and where it's getting
00:43this color information from, as well as a few other things down this list.
00:46Let me go ahead and dock this for future use,
00:49make sure it's stacked over there, and we have enough room to read everything.
00:54Fortunately, you only have to do this once.
00:56It should remain with your computer installation of Rhino.
01:02One thing some people like to change is the surface visibility of these curves.
01:06I'm going to zoom in and take a look.
01:10These are called the Surface Isoparms, got them visible.
01:14You can turn them off.
01:16But sometimes there is not enough information for Viewport feedback, so I can just
01:20crank that up, another couple of steps, and you can do with any geometry in the scene.
01:27Now just as a reminder,
01:30this is a NURB surface, so it is infinitely smooth.
01:34So, we're not adding any detail to the object itself.
01:37We're just showing more feedback curves on the surface.
01:40So, it should remain the same.
01:44Now, this solid here is on the solid layer, and therefore, it's getting its color
01:49from that layer, which is probably the best way to go.
01:52I'm going to go up to this Properties dialog, and change its color from
01:56receiving it from the layer it's on to having its own color, almost an override.
02:01So, that's how you would handle that,
02:03although I don't recommend doing this, because a lot of times you can get very
02:06confusing if every object has its own color, and there is no relationship to the layer.
02:11So, it's a great way to get confused very quickly.
02:14But there is a quick fix here.
02:16We can select this object again, and we can use the Match button.
02:19Once it pops up, it gives us all the possible properties to match.
02:24We'll just leave them all selected.
02:27Hit OK, and then a next object that we select will be the one that governs.
02:31So, we've now switched to all of the exact same object properties to the
02:36second object selected.
02:37Let me go ahead and pick this curve.
02:41This description contains all the technical information, most of which you don't
02:44want to know, but can be extremely handy for troubleshooting.
02:47I'm going to go ahead and close that.
02:49So, when you're in the middle of a complicated project, it can be very easy to
02:51forget which objects and which layers are being used.
02:54So, by keeping the Properties dialog visible, you have a quick way to see where
02:58things are and then make quick changes.
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Opening and saving files
00:00In this video, we'll look at the different ways to Open or Save as well
00:04as Import and Export.
00:05Along with this, we need to plan a little bit ahead, or at least be aware of a
00:08file's file size and required Tolerance.
00:11Fortunately, the latest version of Rhino makes this much easier.
00:15Let's take a look at the File menu and look at some of the options here.
00:19I'd like to recommend you start with File > New, because of this excellent
00:24interface here. We have Template Files. So, instead of worrying about the objects,
00:29units and tolerances, they are already preset here in these Template Files.
00:33I'll mention this in just a little bit about how you can create your own
00:36Template Files as well.
00:37Next step is your basic Open. That would for Rhino files.
00:42Save everyone is familiar with.
00:44Save Small is a great little feature of Rhino.
00:46I want you to take a look at the Viewport here, and this surface information
00:51is actually occupying space. It's the fact that you can see shading instead of a
00:56Wireframe View. It's occupying approximately half or even up to three quarters of the file size.
01:03You don't really need that shading information except it's nice to see.
01:05So, if you are worried about sending a large file to somebody,
01:08you could actually go to File > Save Small.
01:11It'll throw away that shaded information, and then when you open it up on their
01:14end it regenerates it.
01:16So, many times you can e-mail files it would otherwise be too large.
01:19Next step is Incremental Save, which is a great thing to know about.
01:24As your file gets larger and larger, there is always the chance of a
01:27corruption or a crash.
01:28So, instead of saving as a new version every half hour, let's say, you could
01:33just use this command, Incremental Save.
01:35It'll take the current version of the file's name and index it by one.
01:38So, if you are working on city scene and you use Incremental Save, it will be City Scene 02.
01:43The next time you do it, it'll be 03, 04, 05 and so on.
01:47So, this can make a huge difference if there was, for example, the power
01:52went out, and the file you've been working on for many weeks got corrupted
01:56when Windows crashed.
01:58So, you don't have to worry about that anymore.
01:59With Incremental Save, the current version could get corrupted.
02:02You just restart Rhino when the power comes back on and open up the prior version.
02:07So, if someone's backing up with Incremental Save every half hour you've lost, at
02:12most, 29 minutes worth of work, not the month you've been working on the project.
02:16So, we have to Save As just for changing name, and then here is the Template
02:20option I discussed earlier.
02:21So, this includes not just the units and the tolerances, but it could also
02:27include the same geometry you want have in every file.
02:29For example, you are working on a project, and you need a title block or a 3D
02:34geometry in the same spot in every file.
02:36So, that's why you save it as a template.
02:38Next up, we'll talk about the Insert command. This brings in some 3D geometry from
02:44an external file and then lets you place it wherever you want.
02:47So, in this example here, I've got a city scene.
02:50I am going to bring in a new building that someone maybe worked on the next desk over.
02:55There is a quick preview of what it looks like.
03:00For placement, I am going to go ahead and type 0, so that it will register its
03:06origin with my origin.
03:07And there it comes in exactly as it was created in the other file.
03:14So, we'll do one more here.
03:16Insert, pick the second one, hit OK.
03:21This gives you the option to put it anywhere you want just by dragging or snapping.
03:25I am going to go ahead and type 0 one more time. Zoom back out.
03:29So, there is file data from external files perfectly synchronized into like a master file.
03:37You can Export the entire file or just one object selected.
03:40Let's go ahead and do that.
03:42Pick one of these buildings. File > Export Selected.
03:48So, a tremendous amount of options here.
03:50We can export in earlier versions of Rhino and then pretty much every 3D file
03:55format ever created is available here including, some of their 2D file formats.
04:00I recommend using STEP or step file format.
04:03That will maintain the full NURBS accuracy, and that will be fully editable
04:09in the other software.
04:11IGES is probably little more common but much older, and that has some
04:14limitations. A lot of things that are joint end up being unjoined or exploded and
04:19much more difficult to work with.
04:20So, go with step if you communicate with other people doing 3D.
04:25So, all these features and options for Import and Export will definitely be more
04:28than you'll ever need on the average project.
04:30But it's great to know you can conceivably share your work and collaborate
04:34with anyone else, regardless of the software they are using. But tell them to
04:37get Rhino.
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4. Workflow Basics
Creating basic objects: curves, surfaces, and solids
00:00In this movie, we'll be exploring some of the basic types of geometry, starting
00:04with Curves and Lines, doing a few samples of surfaces, and then ending with a
00:09few different types of Solids.
00:10It's just for practice.
00:12Let's begin by going to a brand-new file, File > New, and I am going to select
00:19the Small Objects - Millimeters.
00:21I'm going to do a lot of my work in the Perspective Viewport.
00:24Let's go ahead and maximize that by double-clicking the label. Zoom out a bit.
00:29Start off with one of the straight lines.
00:32We have a Polyline and Line Segments.
00:34So, let's try right-click to do Line Segments. Take a look here now. This shape
00:47has individual segments that are touching but not joined, so that's the
00:52definition of a Line Segment.
00:53Let's go ahead and do a similar version called Polyline, which is the
00:59left-click option here.
01:00Now when we select this one, notice that all the segments are joined.
01:11That's the only difference between Segments and Polyline.
01:14One nice feature is you can go ahead and join those together with a joint
01:18command, and it would become a Polyline or on the Polyline version explode
01:22those, and they'll become a bunch of individual segments - something to note
01:26because a lot of Rhino entities can be converted to another type.
01:30Let's do one of the built-in shapes.
01:32I am going to try an Ellipse.
01:34So, we are just going to define two axes.
01:37That's one of the preprogrammed shapes.
01:40Now let's try one of the Polygons.
01:44So, a couple different kinds of Curves.
01:47Let's try some Surfaces next.
01:48Let me pick this first one from the menu.
01:51This is an Option to select either three or four corner points.
01:54I am just picking randomly, so after several points, it builds a surface across them.
02:02Let's try to build them with three points
02:05and just pick the original one you start it with. How about I click on this
02:12button and try one more type, and that's two point Plane.
02:17So, this will make it a little more clean and square. All right.
02:21Next step: we'll make a few different Solids.
02:23I'm going to go over here and select the box, so we define the base, two
02:29opposite corners, and then just go up. It'll automatically calculate a vertical
02:34edge and you just press Enter. There is a box.
02:39We'll try one more. I feel like making a cone, so I select that object.
02:44Start off with the center, and if you are confused about what Rhino is asking
02:47for, always check the command lines.
02:49We've got to several different ways to get started.
02:51Right now, it's asking for the base.
02:53So, we are going to click on the center. Define a Radius. Again, it looks the
02:58construction plane and forces us to go vertically automatically.
03:01So, that's an example of how to create each kind of entity directly by itself.
03:08Let's talk a little bit now about converting, because that's really the power of Rhino
03:11when we take a Curve and convert that into a Surface. A quick example of that
03:17would be a surface from a Planar Curve, or otherwise, curves that are flat.
03:22We now have two entities there.
03:25There is a Surface, and there is a Curve along the edge. Okay.
03:29Let's extrude this surface into a Solid.
03:32So, select it, go to Solid > Extrude Surface and just select the first option.
03:39So, here you can see the difference between creating any one of the entities
03:46directly or from another type.
03:49Let's complete this demo with showing how a Solid could be converted back to its
03:54constituent parts of different planes.
03:56We could use the Explode command, so now they are basically separated.
04:04So, it's very easy to create geometry, and just as easy to convert one type of
04:08geometry to another and back.
04:10So, we'll cover each type in greater detail in the following sections, but remember
04:14that Solids are very simple to create in a simple step, but you usually would want
04:18to start with a Curve for greater control and ability to modify.
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Performing basic transformations
00:00In this video, we'll get some extra introductory practice with our basic
00:04geometry of performing some basic transformations.
00:07Keep in mind this is just a brief demo, but we'll cover each of these
00:09transformation topics in much greater detail in upcoming sections.
00:13So, first up, I am going to grab this polyline and just move it with the drag by
00:17clicking, holding, and dragging.
00:19That's kind of a random movement,
00:22so I prefer nudging it with the arrow keys on the keyboard.
00:26We have four of the Cursor keys.
00:28Let's go ahead and check those settings and make sure the defaults have not
00:30been switched back.
00:31So, I am going to click on the yellow gear to access Options.
00:34I am going to go to Rhino Options > Modeling Aids > Nudge, and make sure it says
00:40arrow keys or change it.
00:42Now when we revisit the geometry, we select it, and using the four arrow keys, it
00:47will move around a predictable amount each time in a predictable direction.
00:52Now let's visit the Rotate.
00:56We have an icon here on the main toolbar. We'll just to do a simple,
00:59two-dimensional rotation.
01:01I am going to select this surface here.
01:06It asks for a Center of rotation so that could be anywhere inside or out.
01:10And then we start with a reference angle, which means you can click anywhere,
01:15and a second click after that is the differential rotation.
01:18So, I'd stop it rotating by clicking again.
01:23That's a simple rotation. Let's try Scale.
01:25I am going to use the Scale icon here for a three-dimensional Scale, which is
01:29the left-click button.
01:30I am going to select this box, and we can pick any origin to scale from.
01:37It can be a point on it or off of it.
01:39Let's start outside, and again, we have a reference beginning, which is one point
01:45and then the second point.
01:46If you go farther away, it gets bigger.
01:47If you move in closer, it gets smaller.
01:52Let's do some copying and pasting to make additional copies.
01:55I'll start off with this hexagon here.
01:59We can make an additional copy by the Edit menu > Copy command.
02:04So, we've copied one to the Clipboard.
02:06We need to paste it to get it back into the scene.
02:08So, now we should have two hexagons there and we do.
02:13So, let's move one of them away.
02:14We can do the nudge, to go to the side,
02:17but I am going to show you a new little trick.
02:20We are going to go nudge vertically so this will go perpendicular to the Z
02:24axis, and we use the keys Page Up or Page Down.
02:27So, I am just going to click it five times to get into five-unit separation.
02:32I am going to go ahead and repeat this a few more times, and we'll get a whole
02:35bunch of hexagons, Copy- Paste, Page Up five times:
02:41two, three, four, five, Copy- Paste, two, three, four, five.
02:51If you do something you need to reverse, for example, you've moved this
02:55surface over aways.
02:58There is a simple undo with Ctrl+Z. So, creating objects goes hand-in-hand
03:03with the ability to transform them, whether it's moving, rotating, scaling,
03:07or just making lots of copies, you'll almost always spend far more time editing
03:12than you do creating.
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Selecting objects
00:00In this video, we will talk about how to select any object, or a group of objects,
00:04for the purpose of editing or organizing.
00:07Like most other operations in Rhino, we have more than one or two ways to get
00:10the job done, so feel free to use whatever works best for you.
00:13The simplest way to select now is just by clicking, and the object will highlight.
00:18We can also add objects to the set or selections just by hitting the Shift
00:22key and picking them.
00:23And if we pick too many objects, we can hit the Ctrl key and recollect them, and
00:29they get subtracted from the set.
00:32Turn those off. We can also use what's called the Box method, basically drawing a box.
00:38I'm going to go from left to right around some objects, and notice only those objects that
00:43were completely inside are able to be selected.
00:46So, this entity here wasn't included.
00:49If you want to use the other kind of box, which is called the Crossing Box, we
00:52just go the opposite direction -
00:53Right to Left. Notice that the Marquee is actually some dashed lines instead of a solid line.
01:01Now anything that is half way in or less will show up as part of the selection.
01:05So, you can even mix and match.
01:07If I hold down the Shift key and draw another box, I could continue to add
01:11more things to that set.
01:13I can then hit Ctrl and individually subtract them, one at a time, from that set.
01:18There are other ways to select objects.
01:21We can go to the Edit menu > Select Objects and here it lists every single
01:28possible way you might want to select an object:
01:31By its Type, By its Layer, By its Color.
01:33You can even give objects names.
01:34This is actually a pretty handy way to do stuff, but this is not that convenient.
01:40So, I'm going to go ahead and use this dialog pop out for selection and here are
01:45all the same options.
01:46So, you can select on the title bar to pull it out.
01:52You can work this way or like any tool bar, move it to one of the sides.
01:56And it should dock.
01:57So, now we may want to select just all of the line entities or curves in the
02:02scene, those will highlight.
02:05We can select all the surfaces or a Polysurface, which means it is joined together.
02:11Notice how each time we click it just adds those to the prior set.
02:14One of my favorite features from the Edit > Select Objects is this last
02:20option, Duplicate Objects.
02:23So, let's demonstrate how that works.
02:24Let's say I were to make a copy of this.
02:27I'm going to use the Ctrl+C and then paste Ctrl+V. Now when I click it, this
02:31window pops up automatically to indicate multiple items.
02:35And let me select, so now there are two of those surfaces in the exact same position.
02:40Now, if you were to right-click or hit the Enter key or Spacebar even by
02:45accident, it's going to repeat that last command.
02:49So, you could very easily have lots and lots of copies where only one is wanted.
02:55So, in the past you had to select each one and delete, select one and delete
03:02until you get back to the original one.
03:04Now with this Edit > Select Objects > Duplicates, it picks all of them except for one.
03:10So, if I hit the Delete key now, those are gone.
03:15Let's reselect just to verify, and I don't get any other options, so there's
03:18only one remaining - great little feature.
03:20So, selecting objects is critical to your workflow in any 3D software,
03:25and selecting objects one by one only works while the project is in the early stages.
03:30Later, you'll need to start using some of these advanced techniques, but you can
03:34always mix and match your preference for selecting.
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Organizing a project using layers
00:00In this video, we will review the primary functionality of layers.
00:05Proper use of organized and clearly labeled layers can enhance your workflow and
00:09perhaps just as importantly, help reduce errors and confusion.
00:13If you have used 2D software like Photoshop or Illustrator, good news.
00:16The layers work in the exact same way but with lots of nice little additions.
00:21One thing I would recommend before we start is try to avoid creating a lot of
00:25geometry on one layer.
00:27It can get really confusing really quick.
00:30So, by default, we have these groups of layers in every Rhino file
00:36with just a couple of minimal amount of settings. The Light Bulb indicates off or on.
00:39We've got the Padlock to lock the layers so things cannot be moved.
00:44Each layer has its color.
00:45The checkmark indicates whether that's the current layer.
00:49Current is important because that's where all the geometry will go when it's created.
00:53It goes to the default current layer.
00:55So, we can make quick changes here, but it's quite limited, so I'm going to
00:59close this down and then right-click on the same spot and up pops the Full layer
01:04dialog where we have a lot more control.
01:06This is pretty important and extremely useful during the course of your project.
01:10So, I'm going to go and dock this.
01:11I'm going to leave it open as much as possible.
01:15So, if I want to change the name of a layer,
01:16I'd left-click Slow twice and the name highlights, and I can type in a new name.
01:22Let's say I wanted to add a sublayer for organizing subentities.
01:27There's an icon at the top here.
01:28Give that a quick name.
01:31If you change our mind and didn't want that, there is a Delete layer option.
01:34A lot of these options are also available through the right-click on the layer name.
01:39So, we can give them new names, rename them, delete them, select them.
01:43We're on the Default layer right now. The color's black.
01:46Let's try a little color change on this.
01:49Try a bright green.
01:50Nope, don't like that, so let's change it back to another color. That looks better.
01:57We can switch layers by moving the checkmark down.
02:02Entities that were on the Default layer can be locked so they cannot be selected anymore.
02:07This is great for when you're bring in reference geometry or have something you
02:10don't want to accidentally move or change.
02:12Let's go and unlock that back.
02:13For this next part, I want to move objects from one layer to another layer, so
02:19we do that by just first selecting them. I'm going to right-click on layer 04, and
02:23say Change Object layers.
02:27So, they will go to the layer that I have just selected and turn green because
02:32that is the color of that layer.
02:34With half the geometry on layer 4, which is green, and the other half on the
02:38Default layer, which is gray, we can now demonstrate how you can turn layers
02:42off, so just a click of the Light Bulb.
02:45Organizing your layers may seem like unnecessary work, especially at the
02:50beginning of a project, but it really saves you a tremendous amount of pain as your
02:53file size and complexity grows over time.
02:57Probably the biggest single advantage is when you share the file with someone
03:00else or don't work on it for a while.
03:03You can take more time to clean up a messy file than actually update a simple change.
03:07So, plan for those changes because you know they will happen.
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5. Drawing: 2D Geometry
Understanding lines and polylines
00:00In this video, we will review the wide variety of ways in which you can draw
00:03with 2D lines, of which there are stunning variety.
00:07But first, it is important to note the difference between a line, also known as
00:10a line segment, and a Polyline.
00:13A line is simply a separate line or segment that is not joined to another line,
00:17while a Polyline indicates two or more lines have been joined.
00:22A cool aspect of this process is that you can easily change from individual
00:25segments to a Polyline via a Join command.
00:29And of course, you can go the other way and convert Polyline to a group or
00:32segments via the Explode command.
00:35Let's see where they are located.
00:36It's on the Curve menu, Line and we will start off with just a Single Line,
00:42where all we're inputting is two end points and we are done.
00:46Let's try the Line Segments, Curve > Line > Line Segments.
00:52Let's draw a simple shape.
00:59Right-click or hit Enter when you're done.
01:01Let's check these out.
01:03So, even though they are sharing end points there is no connection whatsoever.
01:08Let's try another version of this called a Polyline, where they will be joined.
01:12I'll draw a similar shape, and highlight it to take a look and note that they're
01:23all joined together, because they share one end point at each line.
01:27I'm going to further demonstrate this how the joining works. I've got two lines here.
01:34They cross, so there's no end point showing whatsoever.
01:37So, if I try to select both of them and do the Join command, the shortcut
01:41button over here is the icon that looks like a puzzle piece.
01:44They will not join.
01:48Here's another example, where we have got four segments
01:52all sharing one end point there in the center. So, I just told you earlier you
01:57can only have two lines connected where they share one end point, so let's
02:00see what happens here.
02:01So, I'm going to use the Join command.
02:04And the command line tells me that four curves have been joined into two open curves.
02:09So, let's see what's going on by selecting.
02:11So, we were not able to do any more joining except for one line and one end point.
02:16I'm going to go ahead and open up this Polyline icon, so we have some more
02:24options here and just leave it open, and zoom into this area.
02:27So, in addition to the Straight Lines and the Polylines and the Joining, we have a
02:32lot of other operations.
02:33For example, we could draw a line from its mid-point.
02:37This is very handy for doing construction lines.
02:39So, wherever select is the middle, and then it draws lines out both directions.
02:44You can hold down the Shift key so it stays in a 90 degree ortho fashion. One
02:50of my favorites is the Line Perpendicular from, so let's try this on the arc.
02:56We just pick anywhere on that arced curve then draw away, and it maintains this
03:04perfect, perpendicular angle at all times.
03:07There are a lot of line commands where you can connect two entities.
03:12For example, we have got Tangent and Perpendicular or Perpendicular to Two
03:17Curves, so let's try that with the circles.
03:20Pick on the first circle, second circle, and then it connects exactly where the
03:25perpendicular angles are.
03:27One more demo here:
03:28let's do tangent of both of those curves.
03:30So, it asks for the first curve roughly near the tangent point and then the second curve.
03:37So, it's a pretty accurate calculation, and you don't have to do any math at all.
03:41There are lots of more options available, so feel free to explore the tool bar.
03:46The ability to start drawing without extensive preplanning is my favorite
03:49feature of the Rhino software.
03:51The ability to convert one type on entity to another type and back, repeatedly,
03:56with no loss of accuracy is a huge boost to learning the software, not to
03:59mention your modeling efficiency and project workflow.
04:03This fluidity is one of the hallmarks of Rhino and is almost always
04:06available when constructing other types of entities as well.
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Building rectangles and polygons
00:00In this video, we'll explore the use of Rhino's preprogrammed 2d shapes,
00:05focusing on the polygons.
00:07The generation of these shapes is very similar to building them manually,
00:10except that Rhino automates their creation by combining every option into a single command.
00:14For example, a square might require steps for each side, a join and then a
00:19move to get it centered.
00:20The preprogrammed square does it all in one command.
00:24Since this instructor is recommending that you build 2D curves first and then
00:28generate surface through solids second, your familiarity with the range of
00:33Rhinos built-in 2D shapes is a huge boost for both accuracy and productivity.
00:38Fortunately, they are all extremely well- labeled and organized. So, let's begin.
00:42I'm going to go ahead and maximize the Top viewport by double-clicking on its
00:47label, so we'll do most of the work there.
00:49For the first example, I'm going to the Curve menu > Rectangle and just draw a
00:55simple Corner to Corner.
00:56First click is one corner:
00:59second click is the opposite.
01:03Let's try to do that again with a little more accuracy.
01:05So, I'm going to repeat the command by using a right-click anywhere.
01:09I'm going to select one corner.
01:12Now before I picked the second one, let's use the numeric input to get more
01:16accuracy here. I'm going to go ahead and type in a width of 15.
01:22Now check the cursor.
01:23It is constrained to that 15-unit width, and it is waiting for the other dimension.
01:29So, I'm going to go ahead and type in 25, and there is now a rectangle.
01:33It is exactly 15 x 25 units.
01:36I'm going to try this command one more time to show you a really nice option.
01:39I'm going to right-click and before I start, I'm going to go ahead and pick the
01:43Center and Rounded, two options that will save a huge amount of time.
01:48So, now we can click on a point, and that is the center of the geometry.
01:51I can type in numbers, but for this example, I'm just going to click randomly.
01:56Now as I move, it's automatically generating Fillets on all four corners and with
02:03this feedback, I can tell exactly how big the are, so I can click anywhere to
02:07eyeball it or type in an exact number with the keyboard 4 and get a four unit
02:14radii on all four corners.
02:16Let's switch to Polygon. You'll find these on the Curve > Polygon.
02:22I'll just pick the first one, Center, Radius.
02:26I'm going to try a 8 sided polygon or hexagon, so I'm going to select 8 and just
02:30draw it here anywhere.
02:33Notice it comes out to one of the vertexes.
02:39So, if I hold down the Shift key, it will go out to 90 degrees or up at 90 degrees,
02:44but I may want to have that flat edge facing the 90 degrees.
02:48So, let's try the next option, right-click to repeat.
02:52We're going to select Circumscribed. So, I'm going to pick a point anywhere here.
02:59Now as I come away, it is in the center of the edge.
03:02If I hold down the Shift key to make it Ortho, it keeps it 90 degrees. Okay.
03:09Let's try a Polygon that's shaped like a star, Curve > Polygon > Star.
03:15I'm going to change the Number of Sides here to make something a little more interesting.
03:19Let's go ahead and double that to 16.
03:20So, I'm going to just select an empty spot for the center and we have an option
03:26for two different radii.
03:28We have the Corner, and the next click will be the inside of that Star, so
03:37that's a lot of lines and a huge timesaver.
03:39I'm going to go back and switch to the Perspective viewport by double-clicking
03:43on the Top view and just double- clicking on the Perspective viewport.
03:47I want to start the Polygon command one more time. Curve > Polygon > Center,
03:56Radius and let's take a look at some of these options here.
03:59We've changed the Number of Sides. We know what Circumscribed is.
04:03Let's try the AroundCurve option and see what happens.
04:07First, we're going to select one of these curves.
04:09We're going to pick a point at random to start the Center of the polygon.
04:15That is now centered on an angled curve and drawn exactly perpendicular.
04:22Let's try it on a curved line and repeat the command with a right-click.
04:25Let's go back to maybe 8 sides, select the AroundCurve option, so I can place
04:35it anywhere along here.
04:36I've got a point that happens to be there so I'm going to snap to that. Come out.
04:40I can now type in a radius. 8 Sides is okay. Click to accept, so there are two
04:51polygons drawn Around Curves but perfectly perpendicular.
04:56The huge variety of shapes are powerful and yet pretty darn easy to use, but
05:00too often people, forget all of the great options because they don't look at the Command line.
05:05In the case of the rectangle command, it's especially helpful to center the
05:08shape and then round all four corners at once.
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Creating arcs, circles, and ellipses
00:00In this video, we continue to explore the use of Rhino's preprogrammed 2D shapes,
00:05but focus on the curvy ones, which includes arcs, circles and ellipses.
00:09The generation of these shapes is, again, fully automated, but the difference
00:13from the polygons is you would rarely want to build these manually, and they do
00:16not explode into individual segments.
00:19It's worth noting that in this section, there are options for every possible
00:23variation, but they're probably only a few that will make sense to you.
00:26I'm going to start off by opening several toolbars here, so I'm going to use the
00:30commands for a bit. So again, we click on the icon and then next click on the
00:37title bar there and drag, so it just stay open. And open up the Circle, click,
00:43drag and move and the Ellipse. Zoom in here.
00:52Start off the basic Arc, which is just from your Center. Define a start point.
01:00I'm just going to eyeball this here.
01:01I am going to hold down the Shift key to constrain it to 90 degrees, and then
01:06rotate around to look at any angle or again, type it in at any time, 65 degrees.
01:13Next Arc will be this Tangent to several Curves, very handy. So we're going to just pick
01:20the curve, and it's anywhere at first, and I pick the second curve anywhere,
01:24and then we can pick the points where it's intersecting and notice that there
01:27are several solutions. It can jump around inside and out, or even flip the other way.
01:32So, I'm just going to move up here.
01:36It's asking for a Third curve we can snap to.
01:39We don't have to do that and we can also type in a radius at this point as well.
01:43So, you have to go over to the Command line. Click Radius.
01:46I'm going to just type 15.
01:51Arcs also give you several solutions here. It could go both ways, so right now
01:55it's just waiting for me to click on one side or the other.
01:58so this is the tool you'll probably use the vast majority of the time.
02:04One more variation is this three-point Arc here, so we're going to just start
02:07off by clicking on two End points and then without even worrying about the
02:13Radius, you just pick somewhere along that curve for its maximum variation from
02:18the other two, or you could type in radius.
02:22That is always available.
02:23Let's take a look at some of the Circles.
02:25I'm going to zoom over here. The most common Circle creation method is with the
02:31Center, Radius, just snap that intersection, just eyeball the first one,
02:37pretty straightforward.
02:39Now let's get a little tricky.
02:41I'm going to create a circle that's Tangent to 3 existing curves.
02:45So, we'll pick anywhere along these three.
02:49By the time you pick the third one, there is only one solution.
02:53So, that's Tangent to 3 curves, one is a circle, two are arcs.
02:57Let's try with some straight lines - same commands.
03:00I'm going to right-click, pick these guys anywhere and again, there's only one
03:07solution. And here is kind of a specialized circle creation method, but it's
03:13pretty cool, the way it works.
03:14This is called Fitting Points, so you have to have points in the scene.
03:18Now if I want to snap to this End point, I'm going to have to go ahead and
03:22create a point there, so that's pretty straightforward to do.
03:25I am going to go over to the main toolbar here, select that Point entity and
03:30just snap one there to End the line. It's that easy.
03:33So, I'm going ahead and start this command one more time. Fit the points, just
03:38select those group and when I'm done, I hit Right-click or Enter, so it's taken
03:44the common center, that's the center of the circle, and then average the distances away.
03:48Let's check one more way to create some circles around other curves.
03:55We just did this recently with the Polygon command.
03:58However, with Circles, you will probably be doing these far more often than Polygons.
04:03For this, I'm just going to stay with the standard Circle command, which is the
04:06one you'll see here on the main toolbar, and it's not just buried and
04:09customized as the other guys.
04:11I'm going to explore some of these options though, so we've got what looks like
04:145 or 6 different ways to create it.
04:16I'm going to select AroundCurve, select this straight segment, and we'll
04:21just snap to that point. We can draw out.
04:24I am just going to click randomly for radius.
04:28And so that's pretty nice.
04:29It figures out the exact perpendicular angle, which actually is pretty easy
04:32for a straight line.
04:33Let's try it on that curved segment, Right-click to repeat.
04:36Circle command, select the AroundCurve option and select this arc over here
04:45and start anywhere.
04:47Notice my cursor tooltip is giving me dynamic feedback, so you can kind of
04:52eyeball and get close.
04:53But if for some reason you have to match another dimension elsewhere in the
04:55file, you could type I need 5.5, typing that in the Command line in top, Enter.
05:01So, that's a specific diameter.
05:02We'll do one more Circle.
05:04We're going to select the Tangent to 3 curves that show how you can use it
05:08with only 2 and get some extra options, so I'm going to select this arc here,
05:15this curve line there.
05:16Now it's asking for a Third curve somewhere else.
05:21Instead, I'm just going to hit Enter to use the first two, so let's undo that
05:25with Ctrl+Z and try it one more time.
05:27I'm going to select the Circle, Tangent to 3 curves, pick the first one,
05:35second one, and you can dynamically move around or this time,
05:40I'm going to type in an exact radii.
05:42You have to check the radius option, type in the new number, and there's the
05:50solution. So, you're using the Fit to 3 curves but only having two, and then you type in a radius.
05:57Let's check out some Ellipses.
05:58I'm going to zoom over.
05:59I'm going to start off with the most basic ellipse command, which is from the
06:05center, and then to edges. Start off with the center, one of the axes and then
06:10define the second axis.
06:12That's the most common.
06:13A lot of times, you will probably have a opening where you need to fit a shape
06:16like an ellipse into, so we can define it by the corners.
06:19So, we just snap it the opposite corners and then, finally, may have an
06:23area available where you know just one of the diameters, not the other, so
06:28you can select those.
06:29You can snap to it.
06:30I'm going to hold down the Shift key, so I constraint that to 90 degrees and I
06:36just select anywhere or, again, type in an exact value.
06:40At this point, it's worth mentioning that there is a common mistake that
06:43will happen many, many times as you learn the software, and that's when
06:47you've unexpected results.
06:49It just means you probably forgot to read the options available on the Command
06:52line, so do a quick undo with Ctrl+Z and start the command over.
06:57This technique is very simple and may include just going a little bit slower and
07:02reading it another time.
07:03It sounds easy but will serve you extremely well in most situations.
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Drawing freeform curves
00:00In this video, we will review the four different kinds of Freeform Curves in the
00:04reverse order that they appear on the menu.
00:06So, we can highlight the differences and end up with the one Freeform Curve you
00:10should be using whenever possible, the Control Point curve.
00:13However, before we start, just a reminder on the importance of Freeform curves.
00:17Their construction and editing are essentially the foundation of 3D
00:21N.U.R.B.S modeling.
00:22When you build a clean curve, you get clean surfaces.
00:25Let's start off by going to the Curve menu.
00:28We have a Freeform, and here's the four varieties.
00:31I'll start off with Sketch.
00:32Then we have the Handle Curve, Interpolate Points and the Control Point Curve.
00:37Let's do the Sketch first.
00:39Now, we have to click and drag.
00:44We don't have a lot of accuracy here.
00:46It's random almost.
00:49Then right-click when you are done. And so there is the Sketch curve.
00:53Let's, try the next Freeform curve, the Handle Curve.
00:57So, before we start, this would be very similar to what you'd have in a 2D
01:01application like Illustrator.
01:04Curve > Free Form > Handle. I'll zoom up here.
01:07Now, each time I draw, I am just defining the center.
01:12Then I can control the angle of that curve by dragging, clicking and dragging.
01:18If you want a sharp point here, you hit ALT, and then go ahead and
01:30right-click to complete.
01:32So, not as accurate either, so we'll move on to the next variety,
01:36the Interpolate Points.
01:38This is the kind of curve where the points instead of Handles or random
01:42drawing of sketching,
01:44we have points that are on top of the curve. Curve > Freeform >
01:48Interpolate. Scoot over here.
01:54So, there is no real dragging needed.
01:55It's doing all those calculations for you, but notice you are, again, losing a bit of control.
02:02It's actually going backwards a few segments and changing that to make sure that
02:06all the points stay connected.
02:08When you are done, you can just snap to the end point or just use the Close options.
02:12Remember, there is options available doing these commands as well.
02:17We'll end up with the Control Point Curve, Curve > Freeform > Control Points.
02:22Then I'll explain why this is probably the best way to draw all these types of curves.
02:25So, these points are defining a cage, which you don't really see quite yet.
02:31I'll show you that as soon as I am done.
02:32Let me go ahead and close it.
02:36I am going ahead and turn the Control points back on, so I am going to select the Curve.
02:43On the menu, we have this option here, Control Points On or Off.
02:46We use the shortcut: F10 to turn on, F11 to turn off.
02:50Let's get those back on.
02:52So, notice when we want to edit one of these Freeform curves, we're almost
02:56always doing with the Control Points.
02:58So, it makes the most sense than to build it with Control Points,
03:01because that's the way you are usually editing it.
03:03I'll drag a couple of these around.
03:07This is actually a big part of the workflow, where you do a quick outline of a rough shape.
03:12Then move the Control Points to kind of tighten it up, and get a close
03:16representation of what you are after.
03:17It's pretty simple to get more detail.
03:20You just put these more closely spaced.
03:23I'm going to go ahead and extrude this into the third dimension, so I can explain
03:29one more concept here.
03:31Control Points off with F11.
03:33I am going to select and go to Surface > Extrude Curve > Straight, just to bring
03:37this up in third dimension.
03:38Now, since we had a single curve and we made a single surface from it,
03:45we have the ability to turn Control Points on for the surface as well.
03:48So, I am going to hit the F10 button here, so even though you can draw curves
03:53multiple ways, you are typically editing them with Control Points.
03:57But with a surface, you're always editing them with Control Points.
04:00There is no other way to do it.
04:01So, I am going to grab a couple of these and using the Nudge key, just move
04:07off to the side, and you can see the deformation.
04:09Now that we have reviewed the four kinds of Freeform Curves available, you
04:21should know that you can construct curves in any of the four methods you prefer.
04:24But you always have the option to convert to another method for further editing.
04:28And count on editing time, because editing is mostly what 3D modeling is about.
04:33You usually spend more time tweaking a curve than you spend building it.
04:37Remember, most, if not all of your the 3D surfaces will start as 2D curves, so
04:42the construction of clean and simple curves will result in clean and simple
04:463D geometry later on.
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6. Modeling: 3D Surfaces
Comparing different types of 3D surfaces
00:00In this video, we'll take a 3D tour of the most common types of
00:04Surfacing Commands.
00:05We'll see how they can all look the same and then with minor tweaks, how they
00:09can look quite a bit different.
00:11This will help to illustrate which one type of Surface Command will work best
00:14for you in your project.
00:15I've also purposely kept the examples pretty simple, so the before and after will
00:19be much easier to see.
00:20Let's start off with the CASE A, where all the surfaces that I am going to
00:25generate will look at the same, even though we are using 5 different commands.
00:29Just for reference though, I am going to go ahead and do this one Extrude and do it Straight.
00:34So, this is the Surface > Extrude Curve > Straight, select and then
00:43right-click to Enter.
00:44Then I am just going out to the end.
00:46Well, this won't look the same as the others, but I want to use it for reference,
00:49because the next command is Extruding (Along Curve) is very similar.
00:53So, let's find this up on the Surface menu > Extrude Curve > Along the Curve.
00:59First, you select the curves to extrude and
01:01then when you are done, you press right-click or Enter, and then you select the path curve.
01:07So, let's zoom in and take a look.
01:10So, it has basically taken that one profile and extruded it along the curve.
01:15We'll examine that a little more closely when we finish the others.
01:19Let's now do a 1 Rail Sweep, Surface > Sweep 1 Rail.
01:24Now, this is where you have to kind of pay attention to the Command Line.
01:27It first says, "Select the rail." Then it asks you to instantly select the
01:34cross-section profiles, of which that can be more than one.
01:38So, therefore, when you only have one, you have to Enter as soon as you are finished.
01:41So, I am going to do that by right-clicking.
01:42I am just going to accept the defaults.
01:46Now, I am going to try the 2 Rail Sweep, Surface > Sweep 2 Rails, and pick the 2
01:53rails, one after the other.
01:55Now, note it doesn't asked me to hit Enter when I am done.
01:58So, I want you to be aware of this because it knows you selected a 2 Rail command.
02:02There are only 2 rails that can possibly select.
02:06So, the next option up, immediately, is select the cross section curves. Now, we are done.
02:11We have to hit Enter.
02:12I'm going to Accept the defaults.
02:17A few more curves here.
02:18Let's do the Surface Loft.
02:22Note, there is no rails for this command, which makes it extremely powerful in
02:26many situations. We just have the three separate curves.
02:29So, they're Lofted together with a minimal surface they can connect them.
02:35Finally, we'll end up with this Surface from Curve Network.
02:38This is about the most powerful surfacing command in Rhino, but we are going to
02:42keep it pretty simple for this demo.
02:44Surface > From Curve Network.
02:45I am just going to rotate my view here and select all the curves at once.
02:51Hit Enter when done.
02:52Again, there is a lot of options here.
02:54I am going to go ahead and Accept the defaults.
02:56So, let's take a look.
02:58The surfaces are all identical, but some are more complicated than the others,
03:01so that's one key difference.
03:04I want to switch the top view and show you another difference here.
03:06Ok. I'm going to zoom in.
03:16Note, that the Extrude here on the left doesn't bank or angle the profile, whereas
03:23the Sweeps do angle or bank the profile.
03:26So, as the curve arcs,
03:28it will bend that profile with it.
03:30We'll see that more pronounced in the next examples.
03:32Let's go back to the Perspective viewport.
03:35Then look at the same group of five Surface Commands with slight modifications
03:41to each of the curves and totally different surface results.
03:43So, this would be CASE B.
03:46Now, the modification here is just noted with the number one, so not much difference.
03:53So, let's go ahead and do the Surface > Extrude Curve > Along Curve. It looks very similar.
04:05Now, we should start getting into some variations here.
04:07I'm going to do the Sweep 1 Rail, selecting the rail first, then the cross section,
04:15right-click to Accept.
04:17And accept the defaults.
04:20Now notice on the 2 Rail Sweep,
04:22I am taking the 2 rails and moving them out of alignment.
04:27One rail is a little bit limiting, because that profile is not going to change
04:30too much, because it's only following one rail along the bottom.
04:332 Rail Sweep is where you can start getting some major variations.
04:38Just go ahead and execute that command, Surface > Sweep 2 Rails.
04:42Select each rail, cross section, right-click.
04:46So, you see a much bigger difference, is that profile -
04:51we only had one - is morphed as it goes down the 2 rails as they diverge, so it
04:57is actually stretched and scaled as it goes.
04:59Now, in the Loft situation, I have made some changes to each of the
05:06three profiles there.
05:07This one is in the center here is much taller.
05:09Let's try that command.
05:13Surface > Loft, select the curves, right-click to finish, hit OK.
05:23Notice, once again, we've got a minimum surface connecting all the profiles that
05:29were generating the surface.
05:30Finally, we have the Surface and Curve Network, where I have made major
05:35changes to the profiles.
05:37Notice that this profile is actually going inwards this way, out for the second
05:43one and completely different for the third one.
05:46Furthermore, we have got the rails diverging quite a bit from the top to the bottom.
05:51Let's try that command, Curve > Network. Select them in order, going in the two directions.
06:07When I'm done I am going to accept the defaults.
06:10So, it's a very powerful command that can generate very complex, or even simple
06:15forms, but from a wide variety of curves for input.
06:19I am going to zoom back out, take a look.
06:25So, in the first CASE A, I have kept all the input curves such that the
06:31resulting surface would be identical.
06:34In that slight variations, we get completely different results, in the CASE B scenario.
06:41So, I have a handy rule, and this is how it goes.
06:44There is always two or three ways to model the same shape, sometimes four,
06:48and occasionally five.
06:49So, you should focus on which edges then need to be exact, or you can focus on
06:54a resulting surface simplicity, or you can just use whatever command you prefer.
06:59Sometimes, I'll even get totally unexpected results, and I like it better than
07:02what I was planning.
07:04So, you can then decide to change the design.
07:06The key is to remain flexible and use whatever works for you.
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Extruding surfaces to create features in a model
00:00In this video, we will take a look at the Extrude command and explore some of its options.
00:05We are also going to introduce to additional commands: the Offset and the
00:09Surface and Planar curves.
00:11These are two of the most useful commands and boy, they are so darn handy.
00:15We will be using them regularly in conjunction with other surfacing commands.
00:18I am going to start off by working on the eyes and mouth of our robot.
00:22To do so, I am going to jump to the Front viewport and maximize it,
00:25double-click on the label, and I want to give some thickness to these eyes
00:32before we extrude them.
00:33So, I am going to start off with that Offset command I just mentioned. Okay.
00:38Anytime you see this selection menu popping up, it's Rhino saying there is
00:41multiple items in close proximity. So, I will go ahead and select the Curve, and
00:45the selection menu will close.
00:47Go to the Curve menu to find the Offset, and it defaults to whatever value was used last.
00:55Looks like it's 1.
00:56I am going to change this to the ThroughPoint option, which basically means
01:03any number you select.
01:04So, I can kind of move it around, and this is a great design technique, so if
01:09you don't know that something is supposed to be 1 or 2.5, you can just do what I
01:14call the Eyeball approach.
01:16So, whenever it looks good, you click, and now we've got a copy that is offset
01:21exactly whatever that number was.
01:23So, here is another cool part about this Offset command.
01:25I am going to do it over on the other eye by selecting and then repeat the command.
01:33Notice it is defaulting to the prior number I set, which was 2.001.
01:39So, I probably want them to match.
01:40I will just go ahead and right-click to accept.
01:43So, there we have the exact same offset on both of those eyes.
01:48I want to go back to the Perspective viewport now. Maximize.
01:55I am going to zoom in to make this work a little bit easier, and I am going to
01:59select both of these curves at the same time.
02:02I am adding to them by holding down the Shift key.
02:05We would then go to Surface > Extrude Curve > Straight and again, we could type
02:13in a number at any time.
02:14I am going to go ahead and type in 2.
02:21See how that looks.
02:22Now, it looks like it went the wrong way.
02:25It's actually inside.
02:26So, you got to be careful about the direction.
02:30So, I will Ctrl+Z, undo it and repeat the command.
02:35You can do that by right-clicking in the white area at the top command line.
02:40Extrude those same two curves again.
02:47This is a good opportunity to mention this little tooltip here.
02:51It's telling me the exact dimension, and I should have noticed that.
02:54Right now, it's -2.
02:55So, the +2 that I typed in just went the other way, which was inside.
02:59I will just go ahead and eyeball that again, so now we can use that setting,
03:05whatever it was, for the other eye.
03:07So, I am going to select the curve, Shift to add the other curve, right-click to
03:16repeat, and then instead of typing a number or eyeballing it, I am just going to
03:22hit the right-click to enter the prior value.
03:26Okay, we have got both eyes, already offset and then extruded.
03:31Now here is a very cool tip.
03:32This is my personal favorite command; I hope you agree.
03:36This is the Surface from Planar Curves.
03:38So, this is a great way to finish off surfaces when its face is in a single plane.
03:45So, if that doesn't make sense, it will soon. Go to Surface > from Planar Curves,
03:51and I am going to pick those two edges and right-click to accept, so check this out.
04:01We have got a surface that is essentially capped, and it wasn't built from two curves.
04:07It was built from the edges.
04:09So, it's important to note that Rhino, many times, if there is a clean, defined
04:12edge, you don't have to have a line there. Many commands will look at edges or
04:17lines, and they are both treated the same.
04:20Another thing to note here is the ISO Curves we discussed earlier, these
04:25lines across the surface.
04:26We've got one going this way and the other going the opposite way.
04:30That's telling you something.
04:31This surface is as simple as it possibly could be.
04:34So, that's another great reason use this command.
04:36It's always just going to close it off with the simplest possible surface, and
04:39that's always the goal.
04:40Okay. Let's repeat it again, Surface > from Planar Curves, and pick the two edges,
04:50right-click and we are closed off.
04:55You might want to follow up here by selecting the three new surfaces and just
05:00joining them together.
05:04The Join command is over here on main toolbar, so it's a personal preference.
05:08You can do it anytime or at the very end of the file. It just may keep things a
05:13little more organized. All right.
05:14Let's jump back to the Front viewport for working on the mouth.
05:24Before I do this same Offset command, I would like to put a radius around all four corners.
05:28So, I am going to select that and go to the Curve menu, and I am going to Fillet Corners.
05:33This is a nice command, and it's similar to Fillet Curves but corners will do all four at once.
05:40I wanted one. That's the default.
05:41I will go ahead and accept.
05:44Nice; all four are done at one time.
05:46So, that's the difference between Fillet Curves and Fillet Corners.
05:50If there's a hundred corners, it will find all of them. Fillet Curves is just a
05:54single intersection.
05:56Fortunately, the commands are located right next to each other, so if you forget, you
05:59can find them pretty easily.
06:00Let's go ahead and Offset this to give it a thickness.
06:03To do this, I am going to use Curve > Offset Curve, and go ahead and just match
06:08that same size of the eye and we will switch back to Perspective,
06:17double-clicking to maximize.
06:19Now, instead of a Straight Extrude, we are going to try a little variation called
06:24the Tapered Extrude.
06:25So, I am going to start off with this outer curve here, Surface > Extrude >
06:33Tapered, and you can see a subtle angle here that's controlled by the
06:38DraftAngle option here.
06:40And I will type in 10 to make it little more pronounced, and that looks great.
06:47It can go both directions. But actually, I want it to taper that opposite way going out, no problem.
06:55I don't have to type in -10.
06:55I can just go up here and Click FlipAngle, so that does the same work.
07:02So, I am going to go out -2.
07:07This time, I will type the number just for practice.
07:11So, there is an extrusion
07:12that is straight linear, but with the exact angle that I used.
07:18Let's do that inside of the mouth with the next curve. Surface > Extrude >
07:30Tapered. You actually want to go the opposite direction here, so I am going to
07:37flip the angle one more time.
07:43Now, it could accept the prior dimension, but let's say you didn't know what that was.
07:46So, I will just demonstrate here. We can snap to one of these corners. Just turn
07:53on Quadrant Snap, and it will find the corners.
07:57So, now, I've matched that distance, if I didn't happen to know the exact number.
08:04So, I am just showing a couple of different ways to do the same end result.
08:08And now we will close this off with my favorite command, Surface > from Planar
08:14Curves. Select the edges, right-click, until it is undone, and there we have the
08:23mouth tapering in both directions about 10 degrees each, for a distance of 2 and capped.
08:30Even though the Extrude command will generate very linear forms, including when
08:33tapered, it is still one of the most frequently using surfacing commands due to
08:37the variety of forms you can create.
08:39Of course, the quality of any surface is only as good as the curve or
08:43curves that generate it.
08:44So, make sure your curves are very simple and ideally flattened Planar.
08:48I also showed you how to create additional surfaces using the Curved Offset
08:52command and then close it off with a surface from Planar Curves.
08:56So, remember those.
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Creating surfaces with lofts
00:00In this video, we'll build a robot leg and a few other things with the Loft command.
00:06Along the way, we'll also explore some of my excellent tips to get better results.
00:10Fortunately, the Loft may just be one of the most forgiving and easiest-to-use
00:14surfacing command in Rhino.
00:16But before we address that leg, which is very mechanical, let's take a look at
00:20some organic lofting examples.
00:22Go ahead and turn on our organic lofting layer, and so here is tip number one.
00:30You can loft between any two or more curves, but they must be either closed or
00:36opened, but not both.
00:37So, here is an example of a series of open curves that we'll loft.
00:41You could actually loft 50 or even 100, but that would probably be counter-
00:46productive and too much trouble.
00:48So, always try to keep the fewest number of curves to describe the form you're after.
00:53I'm going to start off by selecting all of these curves except for one.
00:59You will see why in just a minute.
01:03So, we're going to Surface > Loft.
01:06Not too many options, so I'm just going to go OK to accept the defaults,
01:11and note the result.
01:12It is extremely clean.
01:15We can tell that by the number of isocurves here.
01:18We just got pretty much one, going down the middle, and several others right
01:22where the curves were.
01:23So, what that gives us, when we turn on the Control Points, is a shape that is
01:28very smooth, clean, and very easy to continue editing, if we choose to do so.
01:35So, I'm going to nudge a few of these control points for the surface around.
01:38Okay, turn those off.
01:41I'm going to throw this surface away, select and just hit the Delete key.
01:44And now I'm going to use all of the curves.
01:48So, I'm going to select the whole batch, Surface > Loft and Accept.
01:54Now you'll notice right off the bat that there is more isocurves, and therefore
01:59more complexity on this resulting shape.
02:03So, here is the culprit. All these curves that are used for the first one,
02:06if you turn the Control Points on with F10, had three points on the entire
02:13curve, basically the minimum amount possible, except for this one curve here in the middle.
02:17Now select it and hit F10, and you'll see that it has 16 Control Points.
02:23So, as easy as the Loft is to use, it will only be as simple or complicated as
02:29the most complicated curve in it.
02:31So, here you can see every one of these control points pretty much radiate
02:35complexity throughout the entire surface generated.
02:39And if I select the surface and turn its Control Points on with F10, that's a
02:44lot more control points to edit and move.
02:49And the result is not quite as pleasing as the first one;
02:52we have some sharp edges there.
02:55Still smooth, but probably not as smooth as it could have been.
02:59I'm going to turn all the control points off.
03:06The shortcut key is F11, and delete the surface, and talk about the work around
03:11when you have different curves.
03:15So, I'll call this tip number two.
03:18So, instead of using a complicated curve, like this one, what I'll do is I just
03:23draw a one with the bare minimum of control points, then copy it and paste it,
03:27and move it to wherever it's needed.
03:30Adjust it many times, but try to have each curve as simple as possible, and
03:35with the same number of control points. And that's very easy to do when you
03:37just make a copy of it. Those were open.
03:39Let's take a look at lofting with some closed curves.
03:43You'll notice that all the Control Points in these set are the same, at least
03:48per those numbers I had left. You can turn on the Control Points, and I did
03:54that exactly the way I just described.
03:56I made one of these shapes, adjusted the Control Points, and then copied and move
04:00them over, adjusting each one as I went.
04:02So, not only do they have the same number of Control Points, they are actually in
04:05a nice, organized pattern.
04:07You can see them kind of lining up.
04:10Okay. I'm going to turn off the Control Points.
04:14Select the curves, and repeat Surface > Loft.
04:18Here is one of the differences in options here is we have seams now.
04:21Because these are closed.
04:23I don't need to know where the beginning and end point are occurring on each of
04:27these, because they may not always be this similar.
04:30So, before I accept that, it actually guessed exactly right. Let's kind of mess
04:34this up a little bit.
04:35Move one of those around just to see what happens. I'm going to click OK,
04:40and let's take a look.
04:41So, it went ahead to made the surface, but you can see some serious twisting
04:47there towards the end, definitely not what you wanted.
04:50Let me go ahead and delete that, and let's rebuild it one more time.
04:58Surface > Loft. Seams look okay.
05:02So, since this was built from a series of curves and is one simple surface,
05:09again, we can turn the Control Points on and continue to edit, if you so choose.
05:13I guess I'll turn off
05:15those pieces and get the robot a leg.
05:21I'm going to switch to Wireframe mode here.
05:24And we can see all these shapes that I have previously built.
05:28I've got actually four profiles here.
05:33Notice they are a little bit mechanical. That's fine. He is a robot.
05:36Go ahead and select these, do the Surface > Loft.
05:42In this case, the seams are a little bit out of the alignment.
05:45So, I'm just going to move them to a similar position on each of those curves.
05:55You can also move them away, if you're not sure, and then come back.
05:59Make sure that it snaps.
05:59So, those are the quadrant points of each of the Filleted Edges.
06:03Go ahead and accept.
06:04Now I'll probably just switch over to Shaded View, so you could see it a little bit
06:13better, what's going on.
06:14And notice my mechanical shapes have been smoothly blended together.
06:18So, that gives me the opportunity to show you the next option here.
06:21There is a default called Normal.
06:24But I am going to take a peek at what's inside here.
06:26We also have Straight sections.
06:29Let's take a look at that and do the Preview button.
06:33Notice we get nice, sharp interpolation between each of these curves.
06:37So, it's more of a mechanical fit. Even if they are very smooth curves, you get
06:41sharp joints between them.
06:43Another option that's pretty handy sometimes is the Loose option.
06:47So, if we do Preview, it smooths things out, but it only takes like an average.
06:53You'll notice here it kind of misses the middle too, but definitely hits the ends.
06:59So, that's one way you can speed up your workflow.
07:00If you don't need these to be exact, you can get stuff in the rough position and
07:03just choose the Loose command.
07:04Let me go back to Straight sections. Hit OK.
07:08Another thing to note:
07:12I'm building as much as possible on the center at the origin, so that I can keep
07:17things organized and stacked up vertically.
07:19The plan being to then copy, then move them apart and maybe do a mirror later.
07:24So, if I'm not sure how I want to model a surface, Lofting is usually the first
07:28surface command I'll try.
07:30Just remember, you need to have all opened or all closed curves, and then try
07:35keeping the number of Control Points the same, or similar from curve-to-curve.
07:38Finally, if your design is not fixed, be sure to explore all of the Lofting
07:43options, and don't settle for the defaults.
07:45There is a lot of cool stuff in there that might surprise you.
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Using Revolve and Rail Revolve to create surfaces
00:00In this video, we'll cover how to generate surfaces via the Revolve command.
00:05Fortunately, the Revolve command is just about the most intuitive command going,
00:09in the sense that it's very easy to predict what the outcome will look like
00:12before you finish it.
00:13So, let's take a look.
00:14I'm going to switch over to the Ghosted View, so we can focus on this neck.
00:22Now you notice that parts are going inside the head and inside the body.
00:29That's a completely legitimate way to model.
00:31I never worry about where the intersection will occur.
00:33I just make stuff whatever size is convenient, and I can trim them back later.
00:38There is actually two Revolve commands.
00:41We'll start off using the standard one.
00:44We find it with the Surface menu under Revolve.
00:48Now, here's a tip that's pretty important.
00:53I make sure that there is an Axis Line. As opposed to picking the curve itself here,
00:59the axis will guarantee that this will spin and revolve cleanly.
01:05So, I'm going to use this vertical axis and snap to one end and then the other.
01:13Notice as I start moving around, it's asking me what is the beginning angle, and
01:21then it will ask me where the end angle is.
01:23You can bypass all of those questions and confusion if you just select FullCircle.
01:29So, it will complete it 360 degrees from wherever it is back to where it is.
01:35So, here's the result. It looks pretty clean.
01:42Let's try another Revolve up on this antennae at the top.
01:48I've got a profile here.
01:50I go to Surface > Revolve.
01:53I'm going to select the same axis.
01:56I can cheat a little bit. I can click down here so I know that it is exactly touching.
02:01Otherwise, you'd would want to zoom out and select the opposite end of that
02:04axis just to make sure.
02:07Then I'll just say FullCircle, and just to make sure we can visualize this a
02:12little bit better, I'll go back to the Shaded mode here.
02:15To access this menu, you would right- click on the Viewport label and select Shaded.
02:20I'm thinking that looks a little too symmetrical, so let's just get rid of this
02:25and try one more variation.
02:26I'm going to select and delete, and you'll see an ellipse here.
02:31We're going to use that.
02:33Let me try the next Revolve command called Rail Revolve.
02:38You start off by picking the profile.
02:41The rail is the track it's going to go around, and the axis is same as the other command.
02:47So, I'm just going to pick the same two points.
02:49The result is a nice, clean surface that is no longer symmetrical on that one axis.
02:59It follows the track.
03:03Okay, some more tips on the Revolve command.
03:05Those were pretty simple examples.
03:07We're going to turn on a few more demos here.
03:09Let me zoom back out, and if you're admiring the shoulder design, let me show
03:15exactly how it was done.
03:16You don't always have to create solids or surfaces and trim them to each other.
03:22You can make some pretty complicated forms with the Revolve profile.
03:25So, let's try recreating this shoulder, all these various pieces here join together.
03:31Surface > Revolve, select the curve, accept, and let's select the axis.
03:39I'm going to hold down the Shift key here, but I'm pretty sure that I've locked
03:43onto that axis line.
03:44Go ahead and say FullCircle.
03:48So, it's pretty nice, the amount of complexity you can generate just from a
03:54series of very simple curves or fillets or chamfers.
03:59In this case, I've got pretty much everything.
04:01Let's delete that and just take a quick look.
04:04This is another tip I recommend.
04:05I call it the pre-filletize where we add in fillets, details, grooves, part
04:12lines or chamfers, wherever needed, and then create the Revolve.
04:15So, if it doesn't look exactly like the way you want it - no problem.
04:18You throw that one single surface away and just make the tweaks to the curve.
04:22It's a much better workflow than chopping and slicing larger surfaces.
04:27It's very hard to go backwards when they're so complex.
04:29Let's take a look at some other situations that occur pretty frequently.
04:32I'm going to zoom into this with my Zoom Selected option, and you'll, see right off
04:38of the bat, it's not quite touching.
04:41This actually happens a lot when you build stuff a little bit quickly or are not
04:44careful with your object snaps.
04:47So, I'll take a look at what you might notice and then how to fix it.
04:50I'll just do the Revolve one more time, click, Return, and I'm just going to select
04:58this point and the end for the axis and then select FullCircle.
05:04So, here is one of the two situations.
05:06We'll either have an opening, or if this curve went past the axis, you'd have
05:10some sort of balloon neck type of pinch or pucker - easy to fix.
05:17Let's go ahead and delete this.
05:21It can be as simple as turning the control points on.
05:23I'm selecting the object, F10, and just drag and snap to that end point.
05:30Turn the control points off with F11, and just repeat the Revolve command,
05:37snapping the two endpoints, FullCircle option.
05:42So, even though this was a curve, I revolved it.
05:44As long as that curve hits the axis at both points, that is a solid;
05:51you've defined a solid.
05:52It's a closed entity.
05:53Now one further tip:
05:55I'm noticing here this is pretty sharp, and a lot of the times you'll want this
05:59to be a perfectly smooth end.
06:01So, many people ask, 'How do you do that?'
06:04Over here, you've successfully completed it.
06:07You don't see any pinches whatsoever.
06:11Simple trick - we're going to delete this and do one more adjustment.
06:13It's a little bit easier from the Front Viewport.
06:15So, I'm going to switch over.
06:18You do need to turn the control points on.
06:26Here is a condition you need to look out for.
06:28Whenever a line hits perpendicular, you'll have no seam.
06:32So, here is your axis, and this is hitting perpendicular, so it's a nice flat cap.
06:37The reason we're getting a pinch is the last two control points are at an angle.
06:41One quick way to do this is draw a Construction Line.
06:44I'm going to snap it to the end, and I could just draw anywhere.
06:48It's not that important.
06:51Then drag this over and snap it. That's the key.
06:55The last two need to be in a line.
06:58Switch back to Perspective Viewport; Ctrl+F4.
07:02Control points off with F11, and I'm going to repeat the Revolve one more time
07:06to see how it looks. We'll select the Curve, Enter, Revolve Axis at same two points and then
07:15FullCircle option, so if you come back around to inspect, that is a perfectly
07:19smooth, continuous surface form.
07:22So, the Revolve commands will generally work their best when using an Axis Line,
07:27so try to get in a habit of creating that Axis first.
07:31It's only a single straight line, so no excuses.
07:34You can then use the Osnapping modeling Aids to verify that your profile curve
07:38hits the axis exactly where you want it to hit.
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Using Sweep Rail to create a 3D claw
00:00In this video, we will investigate the Rail Sweep commands:
00:04the One Rail and the Two Rail Sweeps.
00:06Both kind of sweeps can create surfaces that are either mechanical or organic.
00:11Mechanical surfaces have sharp edges and flat surfaces, while organic surfaces
00:16are very smooth and flowing.
00:18So, we'll take a look at both kinds of surfaces for each of the Rail commands.
00:22Since our robot is mostly mechanical, we'll take a little short detour and demo
00:27some of the sweeps that are organic.
00:28Let me maximize this Perspective window, turn on some organic lines, and let's
00:38check out, first of all, the One Rail Sweep.
00:40I'm going to use this curve as the rail and the other curve as the profile.
00:45We find it underneath Surface menu > Sweep 1 Rail.
00:50Let's select the rail and then the curve, right-click to enter, hit OK.
00:59We'll take a look, so it's a pretty organic shape from two simple curves,
01:06but you know that the shape is somewhat limited because it has to follow that 1 Rail.
01:11So, it's almost like the second edge along the top is an exact duplicate of the one below.
01:16So, to avoid that situation, there is the Two Rail Sweep, where each of the
01:21rails could be completely different, and I didn't mentioned before -
01:27we can have multiple profiles along there, that are also of different shapes.
01:30Let's start the Two Rail Sweep under the Surface menu, select the rails, then the
01:38Profiles. Hit Enter.
01:41I'm going to take a look here.
01:45So, it's a much more organic shape, with a lot more power and control involved.
01:52However, if you think that this is going to be a little too complicated,
01:55judging by the isoparms on the surface, we can go ahead and say make is Simple,
02:01and then hit the Preview.
02:03Notice those isocurves are far fewer.
02:05So, what's happening is that it's following the constraints of the Rails and the
02:11Profile curves, but kind of simplifying and averaging the surface in between.
02:17So, if it looks petty close, as I've mentioned before, Simpler is always better.
02:25Okay, now on to the Mechanical Sweeps.
02:28We are going to start off by working on the antenna.
02:31I just got a memo from the antenna department that our prior design was
02:35not passing the tests.
02:37So, they've had to take this enclosure and raise it up vertically.
02:40We're going to have to make up the difference with this profile here.
02:43Now for lot of zooming and panning sometimes you'll need to reset.
02:46So, the way to do that is select an object and go to Zoom Selected.
02:51That will bring it back and recalibrate everything, okay.
02:54We've also mentioned before that we can use an edge, wherever it appears, as if it's a curve.
03:01So, let's start the command and see how that works.
03:04Surface > Sweep 1 Rail.
03:05I'm going to select this edge and in this cross section, hit Enter.
03:11It's pretty straightforward. There's not too many options.
03:15I'm going to go ahead and hit OK.
03:17And we'll kind of zoom around here and make sure it worked all right.
03:20This is another reason I like to work in the Perspective Viewport.
03:23So, it looks like it went around nice and clean, and there is no twisting or
03:27pinching that can sometimes happen.
03:28You will also note, if I select this surface, it goes through.
03:34So, that's another technique I practice.
03:37You can always trim things back.
03:38I don't try to make it exact the first time.
03:40So, you'll notice that goes way inside, very easy to trim.
03:44We'll worry about that later. Next up:
03:47we have the Claw.
03:49This will be built in the center just to make it easy, and once this shape is
03:54complete, we'll move it over to one of the sides for the hand and then
03:56mirror the other copy.
03:59Now I got another memo.
04:00It looks like these washers, or caps were on sale,
04:04so they have bought quite a few.
04:04I'm going to have to use those to build this next piece of geometry.
04:08So, let me go back to the four Viewports. We can talk about this shape here.
04:14Turn the control points on with F10.
04:16If we zoom in, you can see how that was constructed.
04:20Notice anytime two control points or more are close together that's an
04:23area of higher detail.
04:25Farther part tends to be smoother.
04:28So, that was drawn from the Right viewport, and if you look to the Front
04:33viewport, we just made a slight rotation of it because you can tell it has an
04:37angle, and then it mirrored the other side.
04:40Turn of the Control point with F11.
04:41We're going to go back to the Perspective and maximize it.
04:46And we'll start off with the simplest shape here.
04:48There is a straight line.
04:49I'm going to use that just to see how it looks.
04:52Surface > Sweep 2 Rails.
04:54We've got these two profiles here, a Cross Section curve there, Enter, just say OK
05:03and we'll take a look here.
05:06So, it's a pretty involved surface.
05:08We could also cap that closed with another command, but I'm going to save that
05:14for the next step here.
05:15I'm going to get rid of this, hit Delete.
05:19Direct your attention to these curves, top and bottom.
05:23So, I've talked about this before, but it's worth mentioning.
05:29This is what is called the Prefilletize.
05:31I've added some corner radius already built in.
05:36So, that adds some detail right, off the bat.
05:38We don't have to go back later and fill its surfaces or solids.
05:43Another way look at it is we have a kind of backup plan, if it doesn't look the way we intend.
05:49So, I'm going to repeat the Surface > Sweep 2 Rails, then I'm going to pick both
05:58of these cross section curves.
06:01Starting and ending just to gain a little more control, hit OK, and let's take a look -
06:07so, a much more sweet-looking shape here.
06:12Now I talked about Capping that. So, let me show you what I recommend on this.
06:15We have an edge and a curve both, right along there, and it defines a flat plane.
06:22So, we've visited this command before.
06:25Let's pay one more visit, Surface > from Planar Curves.
06:29So, I'm going to select this edge here, closing edge there, hit Enter.
06:41So, you can tell, as we've discussed before, we've got isocurves, one each going
06:46in each direction, meaning the surfaces as simple and clean as possible. Okay.
06:52We'll save the other side for later.
06:54I'm going to do one more Two Rail Sweep, using the same technique where we can
06:58use an edge in place of a curve.
07:02Surface > Sweep 2 Rails, so here is the first rail or edge, second and then the
07:11cross section curve
07:12is basically these several segments and arcs connected together. Hit Enter.
07:20I answer OK and then zoom back.
07:22So, that's an excellent way to close off forms and use geometry that was given
07:29to you by others, or there are constraints that you need to work by.
07:32So, as you can see, the one and two rail sweeps can do quite a bit.
07:36Remember, even if you are building mechanical geometry, you still want to keep
07:40all of the curves involved as simple as possible.
07:43Also, keep in mind that you can always add extra profiles if the surface is not
07:47generating as expected.
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Creating complex surface shapes using Network Surface
00:00In this video, will cover what I've nicknamed Rhino's Killer Command.
00:05By that, I mean if you just met a caveman and could only tell him one thing
00:08about Rhino, you would want to show him the command called Surface from a Curve Network.
00:14So, yes, it's pretty amazing, but as you might have guessed, there are some
00:17requirements we'll have to cover.
00:18We will also the revisit those very handy commands, the Offset and Surface from
00:23planar curves that we've used previously.
00:25So, let's get started by looking at this set of a curves for a robot shoe.
00:35Notice that I have built these off of the construction plane, which is up
00:39quite a bit higher.
00:41So, what I did was move the construction plane down to this level.
00:45Let me go ahead and turn on this one object.
00:49So, this is just a simple, flat plane that I've used to move the
00:54construction plane down and we access that by Set CPlane > To Object, and
01:01you can see the grid snaps.
01:02So, that's the way I recommend that you draw on a different level other than the
01:06construction plane; just move it down to wherever you need it to be.
01:09I am going to turn that back off.
01:13Another tip is I've drawn a, what I call Construction Box, just to make things
01:20a little easier to work within and snap to as I am constructing these sets of curves.
01:26They are additionally helpful because this frame allows you to rough out the
01:30shape and then gives you corners and edges and surfaces that you can snap to.
01:34Now if we look at the set of curves I drew previously -
01:37we will go ahead and highlight those -
01:42you'll notice that they are going in two general directions. So, why is that?
01:50Well that's how the NURBS surface works.
01:52You have Iso Curves that flow in two directions, so that is exactly why we are
01:56building curves flowing in two directions to build the surface.
02:01Now another requirement is that you have boundaries that are typically open,
02:07that would be these ones along the outside, but other profiles can be closed.
02:12We'll see examples of that in just a minute.
02:15Let's go ahead and start the command Surface > Curve Network.
02:20I am going to select these.
02:23It looks like there is five.
02:29Now when this dialog pops up, that basically means that you have enough curves
02:34for a proper solution.
02:35We have some options here.
02:36Let me go ahead and accept the defaults.
02:41So, there is this surface from a network of curves, but I am going to try it one
02:46more time with one other option.
02:48I am just feeling like this is a little too complicated, possibly,
02:52so let's explore one other option.
02:54I have got that selected. I am going to hit Delete.
02:56I am going to restart the command, select those five curves again, and now I'm
03:07going to switch to Loose.
03:11The A,B,C,D gives me conditions at several locations.
03:15I am going to switch from match to position exactly to keep it loose, which
03:19almost every case will make the resulting surface much cleaner and simpler.
03:23I am going to hit OK, and as you can tell right off the bat, its two or three
03:28times less Iso Curves on the surface.
03:30So, that is a smoother, cleaner surface, which will greatly minimize any future problems.
03:36Now before we do any more work on this foot, I am going to show you another
03:40example with a similar set of curves that are almost completely closed.
03:44This is just a partial surface with an open bottom.
03:48Here is a set of curves I generated earlier.
03:51Let me see how they turn out.
03:54Surface > Curve Network.
03:56You can see when there is more curves you have less options to go with Position or Loose.
04:01So, we will select OK to accept.
04:05So, it's a little bit more complicated than the first one, but it is one single
04:12surface, and it is as smooth as possible.
04:15We can verify that by turning on the Control Points icon on the menu bar.
04:19I am just going to pick a group of points, and you can continue to edit in that manner.
04:33I'll turn the Control Points off. Close that layer.
04:39I am going to go back to the original foot.
04:41I am going to select the surface, do the Zoom Selected to make this a new center
04:50of the screen and the center of rotation.
04:52Now here is a great technique.
04:54A lot of times, I build a surface, and then I am going to start using its
04:58edges to then build additional surfaces so I don't have to build curves all the
05:02time for every single surface.
05:04So, I am going to start by selecting this curve.
05:08I am going to have to jump to another Viewport.
05:09So, I am going to go to the Front and we'll take that curve and create an offset.
05:20I am going to offset a distance of just 1 to make it easy.
05:27I am going to switch back to the Perspective Viewport here and notice that the
05:34offset comes off 90 degrees from every point.
05:37But that actually drops it down a little bit too low here.
05:40I want to have this have a flat detail on the ground.
05:43So, we can just do a quick trim and use this frame I constructed earlier -
05:48it's a cutting object - and then just select those little points that overlap
05:55to get rid of those.
05:56I am done with the frame. I am going to select it and the center line and just
06:02hide then temporarily to get them out of the way.
06:05Now, this first curve for the network surface and the offset are on the same plane.
06:11So, you guessed it.
06:11We can make a surface from those planar curves.
06:14However, we have got an opening right here at the bottom.
06:16Let's go ahead and close that off with two straight lines.
06:24Now I think we are ready for the Surface > from Planar Curves, pick in the edge,
06:32Straight Curve, the offset and the opposite edge.
06:36Right-click when you are done, and now we've built a nice clean cap there.
06:41I am going to go ahead and continue working on this to show a few more tricks.
06:45I am going to have this do a little recess.
06:46So, I am going to go to Surface > Extrude > Straight.
06:51I am going to select that curve.
06:53I want to go in 1, so I am just going to type it on the keyboard, Enter, and now
07:06I am ready to cap that off.
07:09So, as we did earlier on the front lip, I am just going to draw a straight
07:13line, corner to corner.
07:16I have got my End Snap on, so I know that that's going to work.
07:19Go to Surface > Planar Curves, select that edge and that curve.
07:27The Robot shoe is capped and closed.
07:37Now I probably would finish this off by creating a bottom and then taking the
07:43leg and shoe and moving them to one side or the other and then mirroring them so
07:47it is equally symmetrical on the opposite side.
07:49But we will skip that for now and wrap up.
07:51So, the Surface from curve network has many, many variations and
07:55endless possibilities.
07:56But these few examples should give you an idea of its potential.
07:59So, if organic modeling is your area of interest, it is well worth the time and
08:03effort to practice and seek out other tutorials on this method of modeling.
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7. Modeling: 3D Solids
Introducing solids
00:00In this video, we'll review the three different ways to create solid geometry
00:05mostly from existing entities.
00:06Rhino calls these resulting objects solids, but you may also be familiar with
00:10the term primitives from other 3D software apps, which I'll use interchangeably.
00:15A reminder on the terminology:
00:16a solid created using these commands ideally results in a finished and
00:20completely closed entity, but you're always free to build a solid one curve
00:25or surface at a time. Okay.
00:26Let's spin around the backside here and take a look at some of the setups.
00:32We're going to build a jet pack starting with curves then some surfaces and some solids.
00:41Let's take a sneak preview at what the jet pack might look like.
00:44So, there's our twin engine rocket pack.
00:49Let's turn that back off.
00:53We'll start in reverse order.
00:55I am going to end up with the solid from curves, which is actually the
00:59recommended method, and you'll see why in just a minute. Okay.
01:02And let's go to the Solid menu and select Cylinder and I've got my
01:11Intersections snap on here. That's a no snap.
01:14So, we can go right to the center of those two lines, and I am going to type in
01:20some numbers here just so everything kind of looks consistent.
01:23So, I am going to type in for Radius 10 and then of course, you can always move
01:30it up and eyeball the final height.
01:33I am going to go ahead and type 40.
01:38So, we've just made a cylinder primitive.
01:41That's the quickest and easiest way but also is the most restrictive as far as
01:46going backwards in time.
01:47Let me show you a quick example what might happen if I were to delete this or
01:51make a change to it later.
01:53Unless I had remembered the radius and distance, I could not regenerate that and resume work.
01:59So, that's why I recommend that you start from either a curve or a surface.
02:04Let's check those out.
02:07This is a flat plane that happens to be round.
02:10So, we'll check out Solid > Extrude Surface > Straight.
02:14I want to just click that one surface, hit right-click to enter and go up,
02:22again typing in 40, just the old match.
02:25Now one quick note here. That surface, which used to be separate, is now joined
02:31and we have an additional copy of it on the bottom.
02:36So, let's try it with another surface that is not flat on the
02:42construction plane.
02:45Solid > Extrude Surface > Straight and I'll type in 40.
02:50You notice that it works just as well, the key being here that the original
03:01surface was on a flat plane, so it can only be extruded forward or backwards in
03:06a single direction but not a problem.
03:09Here is where it gets a little bit tricky.
03:11I want to pick a deformed surface.
03:14It does look like a circle from the top view.
03:17Let's repeat the command again, Solid > Extrude Surface > Straight, and now since
03:24that originating or generating surface was bent, Rhino is just defaulting to
03:29the construction plane, so the extrusion just goes up vertically, and I'll type in 40 again.
03:35Let's see what we get.
03:39So, it does close it off, but that cap is not attached.
03:45All right. Let's look at the final case where we create from curves.
03:52This is the recommended approach.
03:53Let's take this curve here, highlight it go to Solid > Extrude Planar Curve >
04:00Straight, type in 40.
04:02So, now we have a completely enclosed solid form and notice we have the curve
04:10still there separate.
04:11It's not included in the set.
04:13It's not joined together.
04:14That is ideal if I ever make any changes to this or throw it away and start over.
04:18I've got that curve and so I don't have to remember what its exact radius was.
04:22I just have the existing geometry there as reference.
04:24It's always the way to go if possible.
04:27I'll just do one more Extrude Planar Curve > Straight, not a problem since it
04:37was on a flat plane, but here is our bent shape just for comparison.
04:44So, I've got a seam on there.
04:45Let's see what happens.
04:46Solid > Extrude Curve > Straight.
04:51It said planar curve, but it looks like it's still working. However, when I go up
04:55to 40, I wasn't able to cap it.
04:58So, you can see the difference here. This was a single flat surface, and
05:03that's just not possible since this curve is bent.
05:06It would actually be two.
05:08So, the best it can do is go up vertically from the construction plane and
05:12then it ends up being open, so you would have to manually close that off.
05:15So, the Solid commands are very simple and fast to work with, but they can
05:18quickly introduce limitations if you're concerned about the ability to reverse
05:22or undo multiple complex steps or simply just explore multiple design options.
05:28So, if that's the case and you still prefer to use solids, then try to build
05:32from curves, since you have a record of your construction geometry, and then
05:37you can quickly regenerate your forms if there's a change. And you know it will change!
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Making solids with primitives
00:00In this video, we'll take an exciting tour of the built-in solid commands, which
00:04allow you to build primitives directly or via a single command.
00:09Examples of primitives include spheres, cones, boxes, and many others.
00:14Using these commands, the result is geometry
00:16that has the primary characteristic of the solid, closure.
00:20In other words, it is entirely closed and we'll have no openings or gaps.
00:26To get started, I am going to zoom in on couple of the solids we are going to build.
00:30I'll now open up the toolbar for solids, which is right here on the main toolbar.
00:35So, I am going to click and then drag it out.
00:38I'll start off by building a box.
00:41And I've got the snapping points here, so make sure if you are following
00:45around that your Point snap is on.
00:47That would critical, so we can snap to these points.
00:50Otherwise, you'd be snapping to other geometry or typing in dimensions.
00:53So, I am going to start off with the basic box.
00:55I am going to snap from one corner to next and to the last.
01:01So, that's the basic box.
01:03One variation I might recommend is to start off the box and notice that there's
01:08a Center option in there.
01:09A lot of times, you want to have this in a specific location based on its center,
01:13not the corners that I just did.
01:14So, remember, even though this has multiple boxes inside of it, there we have four,
01:19a lot of times you will have further options inside the command line.
01:23So, always be sure to check that command line during any command.
01:26Okay, let's take a shot at creating a sphere and notice there, it looks there are 6
01:33or 7 ways to do that.
01:35I just pick the Default, snap to the center, and we'll just eyeball it this time.
01:40It doesn't matter how big.
01:41I'll try an ellipsoid.
01:46Basically, it's a sphere that's been elongated in one, two, or three directions.
01:50It's always best to start off with the center.
01:52I prefer personally to make the first axis the longest one.
01:58Here we are snapping, but if you are wanting this to be specific size, you would
02:02then make a mental note here of exactly how far you are going over.
02:06For example, this is 5.
02:09If I want to have the final axis up vertically to being a matching number,
02:13that would very helpful.
02:14Oherwise, you'd just be guessing.
02:16So, I am going to just type in five, even though there is a snap point there. Okay.
02:19That's enough building.
02:21Let's just take a look at some other ten primitives.
02:24You have got your basic cone.
02:25I'd think the pyramid probably has the most variations because we can start off
02:31with a three sided. There's a four sided or five sided.
02:36It's really unlimited.
02:37But after about 30 or 40 sides, it starts to look pretty much like a cone, so not as useful.
02:42Then we have the truncated or tapered cone, the cylinder, which we're familiar
02:47with. The tube allows us to have wall thicknesses and so this is another one of
02:53those commands where you have to check the command line.
02:56There's a lot of prompts as you build this part by part.
02:59So multiple options, always helpful to slow down and read that command line and
03:03finally, that torus also as the doughnut.
03:07So, let's get these out the way.
03:09And we'll start off by building a couple of parts for the backpack.
03:15Just take quick look that the final will look like.
03:20So, there's our completed, flying jet pack for him, and I am going to turn it
03:24back off, and let's quickly just make one cylinder for his tank.
03:29Just use the Solid menu this time.
03:31Solid > cylinder, and I am going to use my snapping points, just so I don't have to
03:35worry about where everything is going.
03:39Pretty straightforward.
03:41Let's make the other tank, and this is extremely helpful to be in the
03:48perspective viewport. Notice it's trying to snap to other points as it sees them.
03:53So, I prefer working perspective whenever possible just so I can the hit points that I want.
03:58Now I just build those two tanks one at a time.
04:02Of course, we've going to over mirroring, and that would include just building
04:06one section or half and then mirroring it to other side of the axis.
04:08Let's finish this tank top off with a sphere.
04:13Back to Solid menu > Sphere command, I am just going to pick the very first
04:17one, Center and radius.
04:19Let me turn off this Point snap just to show another little alternative.
04:23I am going to go with center.
04:25That's kind of interesting here.
04:27If I am clicking around, it's not finding that point. I turned it off.
04:31It's not finding anywhere really.
04:33Until I go to the edge. Then it says, "That's an arc, or a circle," it's got a
04:39center, and it snaps directly to it.
04:41So, this command is very similar to the way it works with the lines.
04:45So, let me go ahead and click to start there, and I am just going eyeball this.
04:49Another tip about snapping is if it trying to grab other points and you don't
04:54want it to do that, you can hit the Alt key to temporarily to turn those off. Okay.
04:59Let's make the other one.
05:00I am going to show you another little tip.
05:02I'll right-click to repeat, snap to the center, and now I am now back where I
05:08was here with not knowing how big.
05:10But notice in command in line, it says Radius.
05:13That was the last number that I picked, building the first sphere.
05:17So, I can just stop right here and either hit Enter or right-click.
05:21It will match with prior dimension, pretty handy.
05:25So, the solid primitive commands make it very easy to build quick and clean
05:29geometry, but you probably want to avoid stopping there.
05:32I recommend continuing and adding more detail like fillets, chamfers or part
05:37lines, in order to make your model more interesting and realistic.
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Extruding curves to create solids without primitives
00:00In this video, we will explore a few of the more common ways of creating solids
00:04without the Primitive commands.
00:06We will focus on three commands I like to use: the Extrusion, the surprisingly
00:10powerful pipe and the Text command.
00:13A remainder regarding the other commands. Anything can be used in a sequence or
00:16alone to create a valid solid.
00:19The requirement had been that you follow simple rules of creating a closed volume.
00:23Let's continue work on the jet pack.
00:25I'll start off by doing some extrusions. We've got a few profiles here internally.
00:30We can use those to create some brackets and connect the tanks together.
00:34So, I am going ahead and go up to Solid menu > Extrude a Planar Curve > Straight.
00:40And there is pretty much what we'd expect that comes out, going one direction.
00:45I am going to switch one of my options here and show you the alternative, Both Sides Yes.
00:52So, now we don't have to worry about symmetry.
00:53Let me just go ahead and we are going to end up trimming these with some Boolean
00:57operations a little bit later.
00:59So, a good way to work is just to have things overlap in a generous manner, not
01:03worry about how close or far from the intersection.
01:06We have another bracket part here.
01:09Let's try a little variation on that extrude.
01:13Solid, Extrude Planar Curve.
01:15Let's try the Tapered option.
01:17So, this can go out, looks like its getting smaller, so we are going to use
01:22the option Flip Angle.
01:24So it's getting larger. I am going to turn off some of these snaps here.
01:27Jump in quite a bit.
01:28And that looks like that angle is 10 degrees.
01:33That looks about right, but that's easy to change.
01:37And once again, I am going to just go in farther than needed.
01:40We will trim back later.
01:41Now, to make the other side, we can't taper in two directions simultaneously.
01:46So, I'd finish this off by just making a quick mirror.
01:49So, let's switch to the front viewport and zoom back to where that bracket was, just
01:57to quick Transform > Mirror.
01:59I am going to use my snaps again for the axis line to make sure that this
02:06is exactly symmetrical.
02:07So, if we switch back to the rear, you can see we've got this bracket complete
02:13and symmetrical, going both directions.
02:15Now, let's check out some Pipe commands.
02:18So, you're probably wondering how did he get that spiral around that curve.
02:23That looks like a lot of work.
02:25So, I need to ask that question.
02:26So, let's take a brief detour, before we create a pipe from that curve.
02:30Show exactly how this was done.
02:32This is a Curve command called Helix, located in the Curve menu.
02:36Typically, you would start off by just identifying two points.
02:41And it would draw around a straight axis.
02:44Pffft! That's the boring way.
02:45I am going to escape out of there and show you how to wrap it around any
02:48curve and any shape.
02:49You can get some amazing complexity built in for little or no charge.
02:53So, I am going to right- click to repeat the command.
02:56This time I am going to select the AroundCurve option and use this arc here,
03:01zoom in a bit.
03:04So, we have options for the specific diameter, number of turns that's going to
03:09occur, even the complexity.
03:11That's the number of points per turn.
03:14That's kind of low.
03:15I want to keep a simple curve.
03:16So, whenever it looks good, just go close enough. Select that and zoom in, so we
03:23check out some of the details.
03:24So, your second question probably is well okay, how did you get it to close in
03:28on the end and terminate on that center?
03:31Easy, we just do the control points, and I turn those on with F10 shortcut.
03:36And it's a simple click and drag, click and drag, they snap over there.
03:42And if the transition is not as clean as you'd like, all I did was just pick
03:46the last one or two and just delete them.
03:48So, that's a much more cleaner transition in there. Okay.
03:51That's how you built the Helix around a curve, to get the form started.
03:55Let's go back to the original. We're going to visit the Solid > Pipe and select this Helix.
04:06And it's a little tricky here.
04:07This radius - we don't want to be too big.
04:11We can easily self-intersect and get way too complicated, so that first
04:16radius being displayed.
04:18That's the default of one.
04:20Let's just cut that in half at. I am going to go at .5.
04:22Of course, we can always undo this and try it again.
04:25We have an option to hit another radius on the other end.
04:28I am just to hit Enter to accept the first one, so they match.
04:32Now you can also add additional profiles along the way and get really crazy.
04:36I am just going to leave those as it is. There you go.
04:37There's the pipe, which is basically like a loft.
04:42The addition being we have got caps at each end, so that's why it's in the Solid menu.
04:49Pretty amazing!
04:52Let's finish off this antenna.
04:53So, let's do a quick pipe with this straight line here, pretty easy.
04:58I am just going to do a diameter of one, and let's try a taper just to see how it looks.
05:05Nope, don't like it at all.
05:09Let's do a Ctrl+Z, Undo.
05:11So, that's a good reminder that a lot of times the numbers that you type in or
05:15the sizes you select just by eyeballing them don't work.
05:19So, that's one of the reasons we are in 3D.
05:21Just always feel comfortable backing up, by trying another size.
05:24Just repeat the command.
05:26I am going to type 1 for both radii.
05:28Of course, we are using the Solid menu, so it's Caps. We need one more.
05:34I am going to put a sphere at the end of there. Just eyeball that.
05:39There you go.
05:41Nice-looking antenna.
05:42So, my final pipe, I am going to create a detail here on the front of his torso
05:49that we're going to later trim out.
05:51But I need to get a line directly on that surface.
05:56So, I have already got one prepared.
05:57It's floating right here, and we are going to use a command called Project.
06:02Now the critical part about this command is it's very easy to use.
06:05You have to be in the appropriate viewport.
06:07Right now, this would not work.
06:09Our construction plane here is flat and if we project it, it would just
06:13basically get squashed on to the ground and never hit the robot.
06:16So, I am going to switch viewports to the Front and do then do the Curve >
06:25From Objects > Project.
06:28Now the curve is already selected, so it's now asking me, what surfaces do you
06:31want to project on to?
06:33So, I am just going to select the robot body, right-click because I am done.
06:36Let's switch back to Perspective viewport and check out what happened.
06:40It actually projected all the way through.
06:42So, we can get rid of the one we don't need.
06:45I am going to Ctrl+Select this one in the front.
06:49That's the one we want to keep and then just hit Delete.
06:51So, this is a great way to get any shape or form or detail onto a surface,
06:55no matter how complicated that surface is.
06:59So, the whole point being we're just going to do a quick pipe on that. Solid > Pipe.
07:03I am going leave it the same size, 1.
07:08And we will use that a little bit later to trim out the details.
07:11So it looks like a panel joint.
07:12Okay, the final Solid command I'd like to show you is generating some text.
07:18We need a logo on his jet pack.
07:19So, I am going to start off by going to Front viewport. Maximize.
07:23And we can just use the text here on the main menu.
07:26It's located in a couple of different areas.
07:27We have got the logo already typed in, Zoom Pack, but note we have the ability
07:32to change it from Bold or Italic.
07:33Definitely, we want to make sure it says solids.
07:37You can create it with just surfaces or outline curves easily, but another thing
07:41I like to do is group them.
07:43I have no idea if this is the correct size.
07:45I am going to leave it as is, and we will just give it a try and see how it looks.
07:48I am going to Perspective view to check this out.
07:52And if that logo is supposed to go on to this bracket here at the back, it's way too big.
07:56Let's go back to the Front viewport and start it over.
08:02I am going to right-click over here, Text Object.
08:06I think it probably needs to be about half as big.
08:08Yeah, that'll probably fit much better.
08:13So, I would probably finish this off by doing a sequence of moves and rotates
08:22and get that to align right on that bracket.
08:24We'll save that for later.
08:25So, solids can be created many different ways, but I personally recommend one of
08:30the extrusion methods as your best bet.
08:32The reason that's the curves serve is critical backups in case of a design
08:35change or mistake fix.
08:38In any modeling project, you want the ability to either start over or make
08:41mid-course adjustments. That's the primary reason you are using 3D software in the first place.
08:46So, those changes are much more difficult with a primitive.
08:50If we use the curves plus extrude method we reviewed here, then you
08:53could always regenerate the solid whenever needed, without having it's
08:56dimensions memorized.
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Creating unique shapes with the union, difference, and intersection Boolean operators
00:00In this video, we'll focus on the Boolean operations.
00:03If you've never heard the word Boolean, it's not a Cajun dish, but it's better
00:07described as math with solids.
00:10This process involves taking two or more solids and then either adding them
00:14together, subtracting them or differencing them to get a new resulting single solid.
00:20It's really as simple as subtracting equals punching holes and addition equals
00:23welding stuff together. Let's take a look.
00:26I'll switch my viewport here to Ghosted so we could see all the intersections of
00:31the various geometry.
00:32I am also going to turn off the robot.
00:35I am going to focus all of our attention on to the jet pack at first.
00:38Okay, the location of the Booleans, it's on the Solid menu and note that it's
00:43here down towards the bottom.
00:45That means it's going to be using existing geometry to create these final surfaces.
00:49We can also find it on the main menu here.
00:52So, we will just slide that out and dock it.
00:56Let's start off with some Boolean addition, and merge some of these forms together.
01:00I am going to select Boolean Union.
01:03I am going to pick just these three shapes.
01:09And then you hit Enter or right-click when ready.
01:12You'll notice it happens pretty quick.
01:14So, we have merged all of these shapes together--no overlap anymore.
01:19And it is all close together, one single shape with no openings.
01:23Let's try that again with this bracket.
01:26We made this earlier and we ended up mirroring the two halves.
01:30Let's go ahead and select both of those and then do a union to see what happens.
01:35So, notice it's taken that face they had in common and merged it together,
01:41so that the resulting overall form includes both shapes.
01:44I am going to do a few more and what's really nice about this command is we can
01:49pick a lot of stuff.
01:58Okay. Let's see if that works.
02:01Right-click to accept, and there's the resulting shape.
02:05I am going to switch quickly back to Shaded just so we can see.
02:09So, no more intersection and there is still one clean shape, so that's the
02:14union or addition Boolean.
02:17Let's take a look at the Boolean subtraction where we remove one part from the other.
02:21I am going to focus on this text.
02:24I'd like to have that punched into the surface.
02:28So, we will go ahead and select the Boolean Difference.
02:35Now it's really easy to pick this in wrong order, so I developed a memory aid,
02:39and I call it the Mother Bites the Baby.
02:42So, what I mean by that is pick the part that's larger and you want to keep first,
02:47then pick the part that's going to be subtracted second.
02:51It doesn't always have to be the biggest and the smallest, but the first one you
02:54select should be the one you want to keep.
02:57So, I am going to select the overall tanks here as the first, Enter, and then the
03:04second will be the text.
03:06Select right-click to accept.
03:09That's the way to get it to work.
03:11And we have a nice little deboss there.
03:14Now at this point, people think that you can put one surface inside of another.
03:20That's not the case.
03:21You'll notice in every single situation so far
03:24we have had overlaps, and that's critical.
03:26Let me show you an example.
03:28Turn on Demo layer.
03:29I am going to come around here and go back to our Ghosted viewport mode.
03:37I am going to select this object so we can zoom in.
03:41This is a Zoom Selected.
03:43So, here's what a lot of people try when they first start with Booleans is to
03:47have a smaller copy inside of the other one.
03:50However, since there's no overlap or intersection, this will not work.
03:54So, the process you want to look towards doing is cutting them and then
03:58resulting with two halves or shells.
04:02If you think about it, this is the way things are manufactured.
04:04So, it's actually got a basis in reality.
04:06You would never manufacture something this way because it is
04:10completely enclosed.
04:11However, this whole process is called Shelling.
04:13We'll cover this on a later chapter.
04:15Let's take a look at the final example.
04:19This is called the Boolean intersection.
04:23Probably the least useful, but we'll take a look.
04:25I am going to pick the surface's first set, right-click, second set, right-click.
04:30So, we end up with only those volume that was common both parts.
04:36So, it's a little abstract way to think and so I rarely use that, but it's
04:39definitely an option if it works for you.
04:41Now, there's a final twist that let's you cycle through all of the options,
04:45whether it is union, subtraction, or difference.
04:49So, I am going to turn robot back on, and then I am going to select this pipe,
04:57and then Zoom Selected.
04:58So, we could difference it the way we have done the text on the back.
05:05However, it's a very tricky to pick because this is a pretty small piece of
05:08geometry and we'd have to pick it somewhere internally, and it'd be very
05:13challenging to do so.
05:15So, I am using a command called Boolean 2 Objects, which is a right-click here.
05:20Also located on the Solid menu there.
05:23This just allows to cycle through all the Boolean options with a visual display of each.
05:29So, we just pick any two objects.
05:32So, I am going to pick that pipe and the box.
05:36Now, it's gone ahead and done one of the Boolean operations. Here's the Union,
05:40and you can read this in the command line.
05:43If that's what you want, you'd just right-click or return to accept. However,
05:46I am going to hit the other click to show other options.
05:50That's definitely not it there.
05:52This is the one we want. This is A-B.
05:54Let me cycle through one more time.
05:57And there's B-A, so actually it's just four completely unique solutions.
06:05Inverse intersection, there's the first union, intersection, and this is the one
06:10we want, so I am going to right-click to accept.
06:13If we go back to Shaded mode, we can check it out.
06:17It's a great way to get details on almost any shaped surface, from almost any shaped curve.
06:23So, these Boolean operations almost always work great on shapes that are simple,
06:30clean and closed, but you will probably run in the limitations with these
06:33commands, especially as your model becomes more organic or complicated.
06:37It's best to think of the Booleans as an early or even interim process for most
06:41modeling projects, unless of course you only want a sphere or a cube.
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Troubleshooting solids and Booleans
00:00In this video, we'll review common situations and problems that occur when
00:04working with solids and Booleans.
00:06I'll also introduce a few extra solid editing and creation commands
00:10that will make it working with these solids much easier, and hopefully fun.
00:14We'll start off by looking at these two solid objects here.
00:18We have a sphere and a box.
00:20So, I want to bring up a command located here on the Solid menu called
00:25Boolean Two Objects.
00:26Now this will kind of cycle through all the other options, and give us a
00:30visual representation.
00:31So, it's really nice if you're not exactly sure what will work the best.
00:35So, the command line asks us to selects two objects.
00:39The first process is called Union.
00:40You have to look up here on the command line to see what it's currently showing you.
00:44And each time you click, it's going to cycle through, so that's Intersection.
00:48That's pretty obvious.
00:49And when you're subtracting, of course, there are two directions to go.
00:52This is A minus B. That's B minus A. Here is an Inverse intersection.
00:58It looks actually like a Union, but what it's giving you is two separate pieces,
01:02and that intersection is not included.
01:05Back to the originals.
01:06Let's go ahead and accept those.
01:07So, we've cycled through quite a few options and it really helps to get
01:10the visual feedback.
01:13Let's talk about the co-planar problem.
01:14We've got a series of cubes over here.
01:16We can go ahead and just union these together and see what happens.
01:20Let's select them, and I will just select that Boolean Union right off the main menu here.
01:27So, it looks like it completed, but you probably are noticing, these are
01:32overlapping surfaces.
01:36It's not 100% clear.
01:37I'm just seeing thicker lines along those edges.
01:41So, a quick way to get surfaces out of a joined solid is to use the Explode command.
01:47So, let's try that and see what happens.
01:48So, it'd located right here in the main menu, right next to Join.
01:52So, it's almost like its opposite, the Explode.
01:55I'm going to select this new unioned solid, hit Enter, and let's take a look.
02:03So, sure enough, it has got a lot of fragmented pieces.
02:06Technically, it solved the problem, but this is not a clean solution at all.
02:10And in fact, you would have problems if you wanted to prototype.
02:12Let's undo that with Ctrl+Z. Here is a more surgical way, if you will, to get
02:20these surfaces extracted.
02:22Go to the Solid menu and it's called Extract Surface, so instead of
02:27exploding everything into separate pieces, you get to select which parts are
02:30removed individually.
02:33So, I'll just go through here and pick these pieces.
02:35I can actually speed things up if I rotate my view and just draw a box around those.
02:40I'm going to right-click, and I want to just scoot those all the way with the Nudge command.
02:46So now, we've removed all those complicated overlapping pieces.
02:56This is still joined together, so we can cap that off in one single command now as
03:01long as it is a flat planar hole that remains.
03:03Go to the Solid menu > Cap Planar, and now if we check it out you'll see our
03:11good friends, the single isocurve, going in one line each direction.
03:15That means it's a simple solution as possible, but that still leaves the bottom.
03:20We've got the same situation as the top, a lot of overlapping
03:25interconnected pieces.
03:26So, we can fix this in one command.
03:28It's located on the Solid menu, kind of buried, Edit Tools > Faces > Merge All Faces.
03:36I'm going to click here on the object, which is still all joined together, and
03:42right-click when done. Check it out.
03:44It actually found all the overlaps, removed them, and put in one single
03:48clean surface there.
03:49So, it gives you a couple of options to proceed when surfaces are not Booleaned
03:55cleanly, like our first try.
03:56Okay, so we have been doing the Boolean operations with lots of different solids.
04:02Let's extend our capabilities here a bit, and see if they will work with surfaces.
04:06So, we've got a curve here intersecting this Boolean Union shape.
04:09I'm going to go ahead and extrude that, Surface menu > Extrude > Straight.
04:16Always make sure you've got plenty of clearance so it overlaps cleanly.
04:19I'm going to come around here, so I can pick these appropriately, and I'm going
04:25to go to the Solid menu and do a Difference.
04:29So, we're going to use the old mnemonic, "mother bites the baby." First set we
04:33want to keep, right-click, second set will be the subtracter, right-click, and
04:39we get the exact opposite of what we wanted.
04:41I wanted to keep the bottom and trim it with this curve, but it's kept to top.
04:45So, just go ahead and undo this, and examine a little further.
04:47Now, all solids have this property of closing volume, and therefore having
04:53an inside and outside.
04:54We can verify this with this command over here called Analyze Direction on the main menu.
04:59I'm going to turn that on.
05:01These are also called Surface Normals, and they typically point out to tell you
05:05which way is the outside of a closed entity.
05:08Now, in a solid like this, it's obvious which is inside and outside, whereas for
05:13a surface, who's to say which is up and down, or which is inside and outside.
05:17It's not really enclosing anything at this point.
05:20I'm going to turn on the Surface Normals, and notice that they are pointing out.
05:23That kind of gives us a clue that that is the side that was used to
05:27subtract. Not a problem.
05:29We can just click on the surface anywhere and each time we click, it will flip
05:34them back the other way.
05:36Here is the way we started.
05:37The other way to do it is just click on this Flip option in the command line.
05:40Then when you're done, you would want to right-click to accept that.
05:44So, we've change the direction to the exact opposite.
05:48Let's try that Boolean command one more time.
05:50Solid > Difference, here is the mother, right-click, and then the baby, right-click.
05:56Ah! It worked.
05:57So, if you experience difficulties with the Boolean operations, definitely check
06:03those surface normals, see which way they are pointing, and flip them. It's a quick step.
06:06Now, the final Solid command is pretty cool.
06:10We've got a surface here almost completed.
06:12I've got a polysurface there, a couple of flat planes defining the other edges.
06:18And I'm going to go ahead and complete this roof structure here by selecting
06:23three curves, and just make a Surface > Loft to close them off. You can accept all the defaults.
06:29The trick here for this command to work successfully is you have to make sure
06:34there's 100% overlap on all of these planes, whether you four, five, six,
06:40seven, or as many as you want.
06:42And it looks like we're in good shape.
06:43It's under the Solid menu and it's got kind of a vague description, Create Solid.
06:52So, we're going to select all of the intersecting surfaces, or polysurfaces, and
06:57then it will hopefully, automatically trim them and join them.
07:00So, let's pick those top surface, flat plane, flat plane.
07:08Another reason I'm in Perspective, I can always verify everything is
07:11selected, and no surprises.
07:13Right-click to accept, bingo!
07:18That was a lot of extra steps we didn't have to take.
07:21And you also note that I have generated this entire surface, each face that is,
07:26with curves so if there were any changes or revisions you could easily
07:30regenerate them,and do that one command again.
07:33A final note - this is a great little tip to verify that this is in fact closed.
07:38Now, it's simple enough. We could just assume it is.
07:40However, if you've done a lot more work to a surface and need to do a quick check,
07:44I'll show you where to locate that.
07:45We're going to go up to Analyze > Mass Properties, and then select Volume.
07:51So, I really don't care what the Volume is.
07:54I'm just verifying that it gives me a number.
07:57And it does give me a number. That means it's enclosed, even though it doesn't
08:00directly stipulate that.
08:02So, if I were to repeat this one last command, extract a single surface from
08:07the top, get rid of it, and try that command one more time, show the Volume,
08:14you get the error message,
08:15"objects are not closed."
08:17And so, it will try to do an approximation, but this is your warning that there
08:20is some part, possibly even invisible or around the backside, that is not
08:24closed, and therefore you need to go address that.
08:25So, the use of Solid commands with surfaces greatly expands their usefulness.
08:32However, you need to be aware of the inside versus outside situation, which can
08:36cause unexpected results, especially on these highly edited objects where the
08:40normals can be flipped.
08:42When those problems do crop up, start your investigation using the Analyze
08:45Direction command, and verify objects are both closed, if they are supposed to be,
08:49and that the normals are pointing outward, or the direction you want them to be.
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Editing with the solid edit tools
00:00In this video, we will cover two of the three Solid Editing tools, focusing
00:04on edges and faces.
00:06These command allow us to move, rotate, and scale either a face or an edge, but
00:11as you might have guessed by now, these work best on simple solids and become
00:15limited on more complex forms.
00:17But you'll be able to create some pretty cool if warped forms in just a few steps.
00:22I'm going to zoom on the Perspective viewport here.
00:25I'm going to start with this box here, and see how close we can get to this
00:30referenced deformed box back there.
00:33First focus will be on faces.
00:35I'm going to open up the Solid Editing Tools here, not quite there as a submenu,
00:43and so we're going to pull these down.
00:44So, here is where we'll find all the Solid Surface and Edge tools.
00:48I'm going to start off by splitting this top-face, so that I can make some
00:54extrusions and moves.
00:55So, I'm going to Split planar face.
00:58I'm going to select the top.
01:00Now I need to give it an axis on which I'm going to be splitting on.
01:04I want to go down the center here.
01:06So, I want to make sure my midpoint is snapped on.
01:09Turn off anything else.
01:11That should find a midpoint of the edge there, and the same midpoint in the opposite side.
01:15It should be ready for an extrude.
01:17Let's extrude that face that has been split out of the top.
01:23Select it, right-click, and move it up.
01:26And let's snap back to this other geometry, so we can get as close as possible.
01:31So, that only extruded this half, because it was split.
01:34You'll see the seam running down there.
01:36So, those could be joined later, or left alone if you want to do
01:38more modifications.
01:40Let's split this top one more time but maybe a little closer to the edge.
01:45So, in this case, I'm not going to be snapping to the midpoint.
01:48I'm going to use the sometimes dangerous Near snap, and I'll also do Perpendicular.
01:54So, let's start the Split planar face, select the top face, Enter.
02:01I'm going to pick a point right on here.
02:03Now if we don't have Near, it probably is not going to find this edge and I am
02:07going to be moving out in space.
02:08You have to have some snapping on there.
02:11So, I'm going to use Near.
02:13I probably don't want Near for this other side. Perpendicular, although Near
02:18would let you although.
02:19I'm not going to go that direction, because it gets very limiting.
02:22So, we are going to try and keep this rectilinear for as long as possible.
02:26Another split was done.
02:27Let's extrude that split face upwards, select, right-click, and I'll just try
02:33to snap it to the background object.
02:36So, that covers splitting and extruding.
02:40Let's try to move a face and see the difference between a move and extrude.
02:45Come around here. Now since I have merged these all together, they have the
02:48seam, so I can actually move this one face down here,
02:52and leave the adjoining face is alone, and that will be critical.
02:53So, I'm going to select the Move Face.
02:56We've a lot of options here.
02:59And then most of these icons look very similar, and so feel free to move around
03:03and let the tooltips pop-up and tell you. Let's Move Face.
03:10Select and then Return.
03:11I want to be a little bit careful here.
03:14I'm going to first select the point to move from, and we can get out of
03:19alignment pretty quick.
03:20This actually probably wouldn't work.
03:21It's too distorted.
03:22So, I'm going to hold down the Shift, and move it out.
03:26Shift will be constraining it to an orthogonal direction.
03:30So, that worked just fine.
03:31You'll see the surface just extended.
03:34This got bent and that got extended with a new angle.
03:37So, that's the difference between a Move and Extrude.
03:40The Move tends to pull other surfaces with it.
03:43The Extrude is a little bit more limited.
03:46Let's explore some edge commands.
03:48I'm going to select the Move Edge command over here.
03:54So, this will be an edge that is connected to those two faces but also onto the
03:59other two on the sides.
04:01And so this is a little bit tricky.
04:02In Perspective, it may not even work.
04:04So, I'm going to switch over to make this move in one of the Side viewports.
04:09The point to move from, I'm going to snap and then I kind of angle out.
04:14And notice it's snapping to things beyond.
04:17So, I don't want that.
04:19I'm going to hold-down the Alt and the Shift.
04:22The Alt will turn off all the snaps.
04:24The Shift will keep it moving orthogonally.
04:25So, you're perfectly free to mix and match some of these Override Snaps.
04:32Go back to Perspective, so we've just moved that edge which is connected to two
04:37surfaces but also the two sides.
04:40Let's finish up with an edge scale.
04:42Here is the Scale edge.
04:46We're going to pick this top edge here.
04:48Before I go any further, I'm going to double-check some of my snaps.
04:50I'm going to deselect Near.
04:53Because I want to be a little more precise and go to Mid with the End.
04:56Okay. I'm going to hit right-click to accept.
05:00I'm going to start in the center.
05:02That's the midpoint, and then the first reference point I'm just going to snap
05:07on the Eed, and then as you move inwards it's scaling down. As you're moving
05:13outwards it scales out.
05:14Well, it can definitely cause some problems if there is too much complexity
05:18along the other sides.
05:19So, let's make them a little bit narrower.
05:21So, finally, if you're complete now, we have a lot of co-planar faces in this
05:30model, especially these two I'm seeing right here.
05:32We could merge them together.
05:34That command is accessed via the Merge all co-planar faces.
05:38So, that prevents us from having to go around and find any two pairs.
05:41It will find all of them for us in one command.
05:43So, select and right-click, and it looks like it's cleaned up just a little bit.
05:49This is now one much cleaner, simpler surface, although we have lost the ability
05:53to move the parts above and below separately.
05:57So, sometimes you want to keep them split to allow for that.
05:59But this method of solid modeling is both fun and unfortunately pretty limiting.
06:04It does work great if you need low detailed blocks for relatively simple forms,
06:08like a mass model for a city scene.
06:11But you also rendered the problem of editing faces before the model gets very
06:14complicated, as the constraints of the interconnected faces will prevent
06:18major modifications.
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Creating and transforming holes in solids
00:00In this video, we'll cover the third of the three Solid Editing tools, Holes.
00:05Rhino has a host of tools that will let us punch holes, move holes, and delete holes.
00:09The standard hole is a circle by default, but I'll also show you how to make a
00:12hole literally any shape you can draw.
00:15First though, we'll start with a round default option.
00:17Now remember, this is a quick visualization technique.
00:20It's typically not done towards the end of a project.
00:24Let's start off by finding where the Hole commands are located.
00:26It's in the Solid menu, under Edit tools, under Holes,
00:31here is all of the commands here.
00:32Now it's buried quite a ways so we are going to skip that, and it pop open the Holes toolbar.
00:37Now all of the toolbars in the application can be accessed, even if they are
00:41not visible, by right-clicking in a blank area here and then just scrolling down
00:46until you see the toolbar in question.
00:48I am going to click on Holes.
00:49It pops up and just select anywhere to close that back down.
00:53And this will stay open unless we dock it.
00:57Let's start by trying with some round holes and we select a target surface and
01:03note how it kind of tracks perpendicular to the surface.
01:06Let's go and select somewhere and then right-click because you can add
01:10additional ones. So I am going to say I am done by right-clicking.
01:14Now, this is a solid command, but I had a surface there so I get kind of a weird
01:18artifact that this hole keeps going down.
01:21This next hemisphere is closed.
01:23Let's see how it works with the same example hole.
01:29Right-click. So that's the result you are after.
01:31Where it goes through both sides and is nice enclosed and clean.
01:35So, when I select this object, it's all still closed together.
01:38So, make a few more holes on some more planar surfaces and notice this is a
01:49little bit warped, but it's still tracking perpendicular.
01:51I am going to make several holes here in a row.
01:54So, you can make multiples until you're done.
01:56They are all temporarily placed.
01:58When you finish, you are going to right-click, and then they're punched through.
02:02Now, there is also a way to reverse by using the Delete Hole.
02:08So, let's pick one of the edges and they close back up.
02:12Now, let's make a few custom holes and get a little bit tricky.
02:16I've created this shape in the letter H. Escape to finish the last command.
02:22I am going to select this letter H, which stands for Hole, and then select the
02:26second icon and do the Make Hole.
02:29So, any surface I select, it wants to project through and I can actually
02:35change the depth here.
02:37We'll do that later, but I am just going hit Enter to go all the way through.
02:41So, let's verify that. It looks good.
02:45Let's try a couple of other tricks.
02:46I am going to move this hole.
02:47This is the Move Hole command here and just selects one of the edges.
02:54We have to give it a point to move from so I am just going to click on that
02:58corner and move it to the side, and then we'll try something else. A little rotate the hole.
03:05So, I am going to select it same way, pick a rotation center, snapping to the endpoint.
03:18There is the rotated hole after we've moved it.
03:20Now, let's try generating a hole that doesn't go all the way through.
03:25So, I am going to come over to this hexagon. I am going to use the Create or
03:32Make Hole command right here. I'll select the surface and this is probably best
03:40viewed on one of the side viewports.
03:42So, I am going to come over to the right and just make it go about a third of the depth.
03:46So, it's extremely handy.
03:51It does not go all the way through.
03:53And now to finish this off, I am going to make one more hole inside of the other hole.
03:59So, I am going to start with a round hole, pick that surface there, right-click
04:05to accept, and there you go, a double hole.
04:10So, the various Hole commands allow for fast and easy creation and editing.
04:14Just make sure to create back up geometry in case you want to revert to
04:17multiple steps in the past.
04:19Remember, the Undo command does not work after you save and close Rhino.
04:23So get in habit of saving backups internally prior to major changes.
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8. Modeling Aids
Understanding Rhino's modeling aids
00:00In this video, we'll explain how important modeling aids are by showing two examples.
00:05The first model uses clean and simple curves, thanks to the use of various
00:08modeling aids, so that their accuracy is guaranteed.
00:11The second model was built without the modeling aids.
00:13We'll see just a few of the kinds of problems that can crop up early and only get worse.
00:18So, our goal here is to create clean curves and close curves.
00:23Let's take a look at these two examples.
00:24I'm just going to select them both, and then hit F10.
00:28It's a shortcut, but we're just turning on the control points.
00:31So, in our good example, you'll note that the control points are nicely spaced
00:36and are a bare minimum of those needed to define the form.
00:39Let's take a look at the bad example. It pretty much looks the same overall, but up close,
00:46there's some serious problems.
00:49Now I want to get even tighter here, so I'm going to do a little trick.
00:52I'm going to highlight these three control points, and then use the Zoom
00:56Selected command, so I can really pull in.
00:59Now here you see a little kink, which is going to be a problem later.
01:03So, let's leave that alone for a minute, and the other problem we have on the
01:08opposite side is a gap.
01:10These are both very easy mistakes to make.
01:12So, let's see what kind of problems they cause a little bit later, and
01:17then we'll do the fix.
01:18I'll zoom back out, turn the control points on, and for example, I'm going to
01:24make a solid out of both shapes, which will be capped and a fillet placed on the edge.
01:30So, I am going to select the shape, go to the Solid menu > Extrude Planar Curve >
01:34Straight up, go ahead and type in 50 , and looks like we have a nice clean solid
01:41as a result, just double check here.
01:43I'm going to go ahead and Fillet the edge, so same menu Solid, lower level, Fillet Edge.
01:50I am going to select that edge along the top and type in a Radius of 2,
01:55hit Enter, a little bit of a preview, hit Enter one more time, and it looks very clean.
02:02So, we've got a solid which is closed, no gaps anywhere.
02:07Let's try the same command with the bad curve. Now select it, go to Solid >
02:12Extrude Planar > Straight, type in 50, notice there's no cap.
02:19It cannot be capped with these two problem areas.
02:22We have a gap and the loop.
02:25So, let's go ahead and undo this. I'm just going to delete the surface, select,
02:28hit the delete key, turn the control points on, see if we can do a little
02:32cleanup work on here.
02:33I'm going to select them and Zoom Selected, so we get in close.
02:40Now on most curves we can go ahead and select the points and just hit the Delete
02:44key to get rid of them.
02:45So, we basically simplify the curve, which is our ultimate goal, and it is so
02:49close, so good news.
02:53The other problem area where we had the gap, a couple of ways to close it, but I'm
02:56just going to drag and snap to the other side.
03:00The Rhino knows that this is closed everywhere else, so when I have the two
03:03endpoints connected, it is now closed everywhere.
03:06Hit F11 to turn control points off. I'm going
03:10to go ahead and try to make a Solid out of it. Type in 50.
03:18Looks good.
03:19Let's try the Fillet. Select the edge.
03:24If you select the wrong edge, you can just hit the Ctrl+Click to deselect and
03:29then pick another curve.
03:30That happens a lot, right-click to accept, and it looks like we've fixed the problem.
03:38So, the quality and accuracy of your curves directly affects the model for a
03:41long, long time afterwards, actually forever.
03:45So, it's always worth to slow down a bit and make sure that every point is
03:48connected to where you assumed that it was being connected.
03:51A few minutes of care upfront using the modeling aids will potentially save
03:55hours of repair work later on the final model.
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Working with the Grid Snap modeling aid
00:00In this video, we'll review the first of Rhino's modeling aids, in order of
00:04location on interface, called Snap.
00:07It's important to note that this modeling aid is snapping to the grid, so
00:11actually it might have been better called Grid Snap, but it's not and don't ask me.
00:17The point is, do not be confused between Snap to the grid and the Osnap,
00:22a couple of options down.
00:24That is snapping two objects, which we'll cover a little bit later.
00:27We're also going to check the control panel, and see where you can make changes
00:30to the grid's appearance.
00:31Let's start off by maximizing the Front viewport.
00:36I'm seeing a lot of extra grid lines here, so I'm going to modify those settings
00:40by going to tool's options, and we have the minor grid lines set to 1 unit.
00:46I'm going to change that to 10. The grid will automatically update. A little tip here:
00:52you want to have the Snap spacing the same number. Otherwise it's snapping to
00:56lines you cannot see. Hit OK to accept.
01:00I've got some reference geometry in the scene to help guide me building this robot head.
01:05So, let's start off with a Polyline command, and I haven't turned the Grid on,
01:10so I'm not able to Snap to any of those intersections.
01:14Let's turn that on.
01:14We can go down to the toggle, and if it's bold, it will now Snap to those
01:21points. The shortcut for that is F9.
01:24I'm just going to draw the head, so this should end up being symmetrical if we
01:31count an equal number of grid spaces each direction of the axis.
01:34Now note we can still do further editing if we highlight it.
01:39Turn the control points on with F10 and
01:43just drag those two other points on the grid, put it back to the original
01:48position, turn it off with F11.
01:51Let's continue with another polyline and draw the robot mouth.
01:58So, we've only drawn few lines, but we've made several important first steps.
02:02First, we know how big the model is, since we set each grid square to 10 units,
02:06as opposed to some other number. So we've avoided surprises later.
02:11Secondly, we made our symmetry accurate since we just counted equal number
02:14of grid units to each side of the origin, and finally, we created geometry
02:19that's clean and closed.
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Using the Ortho modeling aid
00:00Next up, we'll review the second of Rhino's modeling aids in order of its
00:04location on the interface called Ortho.
00:07The Ortho modeling aid or Ortho Snap is simply an angle constraint that is
00:12used to verify that any geometry being created or moved is done so along a specified angle.
00:18Let's take a look where it's located. Here is the label Ortho.
00:21We click it to activate it and click it again to turn it off, so it's just toggle.
00:27You can also use the shortcut F8 key.
00:29It's the same result.
00:32I'm going to leave the settings from the file to file and go ahead and just try
00:35to draw lines and see what happens.
00:36So, I'm going to go over here and draw a Line Segment with a right-click, and
00:41I'm going to check one more setting over here at the Osnap.
00:45I want to start it at this point, so I'm going to verify that that is currently
00:50set to a Point object snap, which we'll discuss later in the chapter.
00:54So I am snapping to the point.
00:59Since Ortho is not on, I can freely draw at any angle.
01:04I'm going to hit the F8 key to turn it back on.
01:07Now I'm snapping every 90 degrees, and that's the default setting.
01:11So, I'm going to escape out of this command and go change that.
01:13I'm going to go to the Options Button, and under Modeling Aids, you can see the 90.
01:20I'm going to change that over to 45 degrees, see if that helps.
01:26Go back to Line Segments, which is a right-click.
01:28We're snapping to the point.
01:32Now as I go up it's constrained to vertical and jumping every 45 degrees,
01:37so that can go in any direction.
01:40I'm still not happy with that angle.
01:42I'm going to escape out of this command and go one more time back to the
01:45Options, type in 30, hit OK, and then do one more line segments
01:59That looks about right.
02:00Now you could additionally change that to a smaller increment, which would be
02:06very tempting, such as every five or ten degrees, but I don't recommend going
02:10any smaller than about 30 because it's way too easy to make a mistake.
02:1320 degrees will look almost like 25 degrees.
02:16You won't notice it till much later.
02:18One more shortcut tip. I'm going to draw another segment, just as a test,
02:25turn the Ortho snap off.
02:29Now I can activate it any time just by holding down the Shift key.
02:33So notice it activates without going down to click on
02:39the Ortho button, and escape out of that.
02:42So, the Ortho Snap is a great example of a very simple and sometimes easy to
02:46forget modeling aid that's often overlooked.
02:49Another nice feature of the Ortho Snap is you don't even need to turn it on when needed.
02:53Similar to many 2D programs, you can always hold down the Shift key when drawing
02:57or moving and the Ortho Snap will be enacted just for that command.
03:01It's a nice shortcut that will greatly speed your workflow.
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Using the Planar modeling aid
00:00Next up, we'll review the third of Rhino's modeling aids, in order of location
00:04on the interface, caller Planar.
00:07It's important to remember that all geometry is created on the construction
00:09plane, unless you are snapping to another entity.
00:13So, what happens if you need to draw off the construction plane and there
00:17is nothing to snap to?
00:18Well that's when you use the Planar modeling aid or snap.
00:21Let me show you where it's located first.
00:23It's right here along the bottom, labeled Planar, and when you click it once
00:28it bolds to mean it's on and since it's a toggle, you click it again to turn it off.
00:32I'm going to go ahead and leave that off just for this first part of the demo.
00:35I'll maximize Perspective viewport, by a double-click, and we're going to draw
00:40a short line segment.
00:42We'll use the Polyline command.
00:44I'm going to go ahead and do one more setting here.
00:48Going to Osnap and just give it somewhere to connect to, one of the end points.
00:53Okay. So, I'm going to snap to the corner of the robot's head, just going to draw a
01:00short distance, and click.
01:02So, it looks like everything worked fine, except with Planar off and nothing to snap to.
01:07You'll note that it goes way back in the distance to the nearest construction
01:13plane point it could find.
01:14That's not what we wanted. Just go ahead and delete that.
01:18I'm going to turn Planar back on, repeat the Polyline command, snap to the
01:24corner, and now I'm forced to the same exact height of wherever I started.
01:31So, the Planar snap is very handy in situations where you need to draw
01:38elements off of the construction plane, but it's definitely the least used of
01:42the four modeling aids.
01:43More often, you might find it easier to draw or build geometry directly on the
01:47construction plane where you have more control and can use the grid and then move
01:51the finished geometry to its final location.
01:54Alternatively, if you're going to be doing extensive work, then you'd want to
01:58move the construction plane up to the level it is needed and avoid using
02:01Planar all together.
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Incorporating the Osnap modeling aid into your workflow
00:00In the fourth of Rhino's primary modeling aids, we'll review the most important one,
00:04the Osnap or Object Snap.
00:07I've mentioned that the goal is to make our curves clean and accurate.
00:11So, by far, the best way to do that is by using the Osnap.
00:15Yes, there are 10 different settings we can use, but fortunately they are all
00:19clearly and intuitively labeled. Even better, you should only need to use a few
00:23at any one time during the course of your work.
00:25So, I'm going to be working on this robot's neck and I'm going to explore
00:29couple of different design options by building construction or practice curves.
00:32We'll actually pick the final design later and trim and join the curves together.
00:37Another note, these Osnaps will work on any kind of geometry, which includes
00:41curves, surfaces or edges of solids.
00:43But for this chapter, we'll stay focused primarily on curves with maybe one snap
00:47to a surface at the very end.
00:49Our Osnap toggle is located here at the bottom.
00:52I'm going to go ahead and click on it and here's all the options.
00:55Now this is so critical.
00:57I'm going to keep this open and dock it, so I grab the title nar there, move it
01:01towards one of the four sides, and you can position it.
01:05Now if you are counting, you would notice there are ten different types of Object Snaps.
01:09End point, Near, Regular point, Mid point, Center point, etcetera.
01:15However, the last three are more like settings for the snaps.
01:20We have Project, Smart Track, and Disable, but probably an easier way to
01:26disable is just by hitting the shortcut Alt key in the middle of a snap.
01:30Let's start by drawing a line using the End and Center snap.
01:36So, I'm going to click on End to activate that, and Center.
01:40I'm going to maximize the Front viewport, double-click on the label, and I'm
01:45also going to turn off the Grid here.
01:46So, it's little less clutter.
01:47That's the F7 shortcut key.
01:49I'm going to draw a Polyline and just draw it from one of the end points.
01:56I'm going to zoom in here a bit and notice how it jumps to the center of the
02:02circle but not when I'm in the center. Only when I'm close to the edge.
02:07It's actually for your benefit, because if you have a lot of circles close
02:10together, you may pick the wrong center point.
02:12So, by selecting the center by going to one of the edges, it jumps to the
02:17mathematical center for you.
02:18Okay let's draw another line with two different Osnaps.
02:22I'm going to pan out, turn off End. Turn on Mid.
02:28So, you should have only Mid point and only Perpendicular.
02:33Start the Polyline command one more time, and I'm going to just kind of
02:37eyeball the center of this.
02:39Make sure you see the word pop up anytime you do an Osnap, so it says Mid, and I
02:43can now click safely, and it's exactly on the line, and coming over to the
02:47center line here, and there is the perpendicular.
02:49So, that line is now exactly touching from one side at a midpoint and on the
02:55other side to an exact 90 degree perpendicular.
02:58Let's try another two options.
03:00I'm going to turn those two off.
03:02And we are going to go from Point object to a Tangent.
03:07Another Polyline, so here is a Point object here.
03:14So, we are going to get close so that Rhino can determine where that tangent is.
03:20So, we actually have two locations of tangent on any circle.
03:24We can go to either side, and then you click to accept.
03:28I'm going to turn those two Osnaps off and try another set.
03:35This will be using the Int for intersection and my least favorite Osnap,
03:42the Near, which is very handy but also very dangerous and I'll show you why.
03:45I'm going to go ahead and start the Polyline and let it find the intersection.
03:51That's pretty handy and now it's drawing a Near snap to anywhere along that curve.
03:57So, it's exactly going to touch, but it's not that accurate as far as the angle
04:01or if it's perpendicular.
04:02So, that's the good part of the Near.
04:06Here's the bad part. A lot of times people forget, leave this on, and they end up
04:10with a lot of inaccuracies in their file.
04:12They think they are snapping to an End point or Midpoint, when it's actually
04:15using Near and just getting kind of close.
04:18So, be careful. If you use Near you want to turn that off pretty quickly.
04:22So, for the last Osnap example, I'm going to turn on Knot and Quadrant.
04:29So, a Knot is just a factor of surface geometry where there is a seam or an edge.
04:36Go ahead and draw the Polyline, and we'll click to the tip of this cone, and
04:42there it found the seam at the top.
04:44And then we'll go back to the circle here in the middle and notice that since it
04:50was drawn correctly it's got quadrants at four different intervals.
04:57Finally, I'd like to show you some of these same settings available inside geometry.
05:02Go to the Curve menu, select Line, and then select Tangent to 2 Curves.
05:09So, here we can draw a curve and have it be tangent to two other curves, and not
05:14have to worry about the snaps at all.
05:18Reading the command line, I'm going to select the first curve near where I want
05:21it to be tangent, and then the second curve, and it calculates the solution.
05:29Take a look at all of the many types of lines here.
05:32You might want to explore this a little bit further because there are a lot of
05:35options to draw accurate curves from a lot of different situations.
05:39The use of Osnap is critical to the creation of simple and clean lines.
05:43In fact, you will probably lose all accuracy without Osnaps, and since we are
05:48building surfaces from most of these curves, it becomes even more important to
05:52get the curves just right.
05:53Even if you are building quick study models it's still worth the effort to slow
05:57down just a little bit and use your Osnaps.
06:00A few seconds here and there as you are designing and building can save many
06:04hours of problems towards the end of a project.
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Understanding the Project and Smart Track modeling aids
00:00In this video, we'll continue to talk about the final three options or modes
00:04that appear in the Osnap toolbar, which we will keep open and docked for the
00:08remainder of these lessons.
00:10The reason I'm calling them modes is that they work in conjunction with the ten
00:13other Osnap options.
00:16In fact, if you don't have any Osnap option selected, then neither the Project or
00:20Smart Track are of much use.
00:22So, we are closing in on the final design for this next shape, so there is less
00:26geometry in the way.
00:27I'm going to draw the first curve here, using the Project option.
00:31So, this works by searching for an Osnap anywhere and then forcing that point to
00:37be drawn flat on the construction plane.
00:40Let's start by making sure the End point Osnap is selected, which it is, and
00:46we're going to draw a Polyline from this intersection, and I want to, in the
00:53Front viewport, just draw to that perceived center.
00:56So, notice that it is searching for an intersection.
01:00It goes to the back end of that line.
01:02It looks fine from the Front viewport, but in the Perspective viewport, it's not
01:07exactly where I wanted it.
01:08So, I'm going to hit Delete, and we're going to select the Project option and do
01:13the exact same line from the same two points.
01:16Polyline from the intersection here, and then when I click on this point that I
01:23prefer, notice what the Perspective window is doing.
01:26It's finding the End point snap but then flattening it back out to the Front
01:30view construction plane.
01:34Next up, we'll talk about the Smart Track.
01:37I'm going to maximize this Front view by double-clicking the name, and here
01:41is the final geometry.
01:42We'll just take a look for reference before we build our own.
01:44Notice how comes down from the end point and that it aligns with this reference
01:49geometry here, and the final edge aligns with the mouth up above.
01:53That's what we want to recreate.
01:54I'm going to go ahead and hit Delete.
01:59Turn on Smart Track, so this creates a series of construction lines
02:05that fly out in several different directions looking for intersections to align to.
02:08Let's get this geometry out of the way.
02:11I'm going to select and hit Delete.
02:12I'm going to go to the Polyline command, and just start form this End point.
02:20Now it's going to search for typically Ortho's, which are at every 90 degrees.
02:27Without clicking just come over here and have it take a peak.
02:31By that, I'm just pointing it, the End point lights up, and I come back and now
02:36I found an intersection that's got an alignment.
02:38So, let's do it one more time. I'm going to move.
02:41I've clicked, and I'm going to continue over here.
02:44Just found an angle.
02:45Now I'm going to go do the same thing up here and just let it rest without
02:49clicking to indicate that's my Reference point.
02:52So, I'm going to come straight back down.
02:55It will find the Ortho projection from those last two points.
02:59So, I can click again and then complete it here at the bottom.
03:04Right-click to exit.
03:05Now I'm going to turn off Smart Track and just to explore little bit of
03:10a free form neck shape by using the Control Point Curve over here.
03:13I'm going to go ahead and turn on couple of these object snaps, probably way
03:19more than you ever would.
03:20But just to demonstrate that we can draw shapes and not have everything snap to
03:27Perceived Intersections or Osnaps. You can do that one way by clicking Disable
03:31button, and as I draw, it will not find any of those.
03:37It's probably not as helpful because I couldn't start from anywhere accurate.
03:40So, I'm going to go ahead and escape out of this.
03:43Deselect Disable and try a better way to do it.
03:46So, I'm going to restart the Free Form Curve.
03:47I do want to snap to this point here, so I'm going to use that.
03:53Now if it ever pops up again, I'm just going to hold down the Alt key and it'll
03:58ignore any Osnaps in the vicinity.
04:00So, I've got the Alt key pressed.
04:03Then I can just release and let those turn back on.
04:09Alt key is back on, so it's going to ignore, ignore, and then release, so I can snap.
04:15So, the wide variety of Osnap options use in conjunction with Project and Smart
04:19Track will provide quick and efficient means to keep your curves where
04:23you want them to go. A final note:
04:25all of the Rhino provided modeling aids are there to help you, but you are never
04:28forced to use any of them.
04:30Some people actually prefer to bypass the features of Smart Track and
04:33Project and draw their own construction lines.
04:36But if you prefer to see the construction lines, then by all means use whatever
04:39method that makes the most sense for your project.
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Setting cursor constraints
00:00In this video, we will review what's called cursor constraints.
00:04These are simply modeling aids using keyboard shortcuts, for which no button or
00:08menu selection is provided.
00:10They are used in conjunction with Osnaps and are typically done
00:13dynamically, which means during a middle of the command, such as drawing a
00:16line or even moving an object.
00:18I am going to start work on the Front viewport, and I am going to focus on this neck.
00:24Go ahead and maximizes this by double-clicking on the name.
00:28I have got a change order here for completing this neck detail, so they
00:34can Revolve it later.
00:35It needs to align with the edge of the head for some reason.
00:40So, I need to actually take that angle and somehow project it down below and
00:44that would be the edge of this flange.
00:46So, what I will do is I will start drawing a polyline.
00:49I have got the End snap on. Let's verify that.
00:53So, I will just start from the top.
00:56Now, before I click on the bottom, I am going to hit the Tab key.
01:01And basically, that's going to let us continue drawing from that same angle.
01:06And I am not going to click til I get past this point of intersection here.
01:11Click and then right-click to enter.
01:14So, that's now just a construction line, but it matches the angle of the head.
01:18Let's go ahead and draw the other construction geometry.
01:21So, we will turn the Smart Track back on to save a little bit of time, and the Intersection.
01:28This will just be a very simple polyline.
01:29So, we will start by clicking on the intersection of that construction line.
01:35Going up, but I am going to take a peek over here and come back without clicking.
01:41So, hold down the Shift key, so that's aligned those two up, and I snap to the end.
01:50Just double check our work here in Perspective, by double-clicking here and
01:54double-clicking on Perspective.
01:55So, now we can see we have aligned this neck flange with the exact angle
02:03duplicated from the head.
02:04So, you can go ahead and delete that.
02:06Lot of times you make construction geometry just for purposes like that,
02:10aligning things.
02:11I am going to kind of work ahead here and just pick these curves and use the Join command.
02:17So we can see what it looks like when it is finished in 3D.
02:22So, this will be a Revolve from the Surface menu, and we just pick two points
02:30on an axis to revolve.
02:32And I will just click the FullCircle option.
02:35All right, very nice neck detail.
02:38I have to agree with that one.
02:40Next up, we will talk about the Elevator mode, which uses the Ctrl key.
02:44This is best used in the Perspective Viewport and allows vertical or off the
02:48construction plane alignment.
02:50The key here is it is vertical, going away from the construction plane, either
02:56perpendicular up or perpendicular down.
02:58I am going to draw a line from one of the corners, over here on the body and go straight down.
03:05There is nothing to snap to, and I am off the construction plane.
03:08So, that's where this command will come in very handy.
03:10I am going to select another polyline.
03:13I am going to find the intersection there, but now if I want to go down
03:16vertically, there is nothing to snap to.
03:19So, this is a little bit of a trick.
03:20I am going to hit the Ctrl key, go back up and snap to myself.
03:26Now, the next point I select is going to be perpendicular, and so you click to accept.
03:34Let's try that with a Move command.
03:37I'll turn Smart Track off.
03:40Come around here, and I just noticed that my nose is out of position.
03:44It is overlapping the mouth.
03:45I am going to do a Transform move and use the Ctrl key Elevator mode to get
03:50this up vertically.
03:51I am going to select the nose, go to the Transform move.
03:55I am going to snap to the endpoint.
04:01Now, with nothing to snap to,
04:02I am going to use that same trick, hit Ctrl, click on myself actually, the
04:07endpoint there, and then go up vertically.
04:10Now, I don't like the line.
04:11I probably want to type in an exact number.
04:13So, dynamic display is telling me how far I have moved, but my robot boss has
04:18indicated 5.5 is the correct dimension.
04:21So, these two cursor constraints are very handy little tricks that will make
04:24your modeling work go a lot faster but have the added benefit of working best in
04:28the Perspective viewport.
04:29The reason that is important is twofold.
04:32For one, a complex model can make some Osnaps difficult to use just from one Ortho viewport.
04:38Number two, they work especially well in the Perspective viewport, which I
04:41personally recommend spending the majority of your modeling time using, since it
04:44will give you the best real-world approximation of what your model will
04:48ultimately look like.
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9. Editing and Transforming Objects
Editing corners with Fillet and Chamfer
00:00In this video, we will explore fillets and chamfers and how they can be used on
00:04literally every type of entity, from curves, to surfaces, to solids.
00:09If you are not familiar with the difference between the two, a fillet is a
00:12rounded or curved corner and a chamfer is a straight or angled corner, wherever
00:17two curves or edges meet.
00:19So, let's get started.
00:20We have got this head profile already prepped for an extrusion, but I am going
00:25to recommend that we fillet the curve first.
00:28This is a concept I call "prefilletize."
00:32So, we are going to go to the Curve menu before we extrude and fillet those
00:38corners to round them off.
00:39Notice we have lots of options, but we will leave those alone for now.
00:43I will start picking a couple of the corners.
00:47I am going to highlight this fillet, so you can see that it has not been joined,
00:49and it's also not quite the size I like.
00:51So, I am going to hit Ctrl+Z to undo it and start over with a different number.
01:00Curve > Fillet Curves.
01:02This time after I change the Radius to 7, I am going to go ahead and put
01:07Join=Yes, so I won't have broken parts.
01:10I am just going to click the two sides, and it now fillets them to the new
01:17radius and joins it together.
01:19So, it's a nice little trick.
01:20I am going to go ahead and right- click on the mouse to repeat and just
01:24continue all the way around. Click each side.
01:27So, that's prefilletize.
01:32Let's go ahead and extrude this into a three-dimensional shape using the Solid
01:36menu, so that we get caps on both ends.
01:40Solid > Extrude Planar Curve > Straight, select and hit the right-click to accept.
01:46I am going to go ahead and type 30 to get it as a precise distance.
01:52So, now we have got something with fillets in one direction but not the other.
01:59So, let's go ahead and use the Solid Fillet now, because it is part of a solid
02:04entity, and fillet this edge.
02:08One thing to look out for is to make the second fillet smaller than the first,
02:13going the other direction.
02:15This fillet was 7, so that is our new maximum.
02:18I am going to try doing a larger one, just to show you what happens.
02:21I type in 8, which is bigger that 7.
02:25Select the edge, right-click to accept, and let's see what happens.
02:30This is why you can't be larger that the radii you are going around.
02:33You get crazy geometry.
02:37I am going to hit Ctrl+Z to Undo.
02:40Repeat this command again.
02:41Solid > Fillet Edge > Fillet Edge, and now we are going to use a number that is smaller.
02:47I am going to try 3, definitely smaller than 7.
02:51Select the edge, right-click twice to accept.
02:55So, this is guaranteed success every time.
02:58Do the first fillet with the curve, the second fillet smaller, and you should
03:04never have any problems.
03:05I am going to continue and fillet the back edge of the head.
03:08So, right-click to repeat, select, and then hit right-click or Enter.
03:19And it's pretty clean and tight.
03:21Let's explore chamfers.
03:22We are going to make some adjustments to the body here.
03:27I would like to have chamfered corners there, so let's explore the Curve
03:32menu > Chamfer Curves.
03:37With Chamfer, we have two dimensions, so let's go ahead and make the front the same.
03:41I am going to change this from 1, 1 to 5, 5.
03:46Select Join=Yes, so we don't have to do that later, and then pick the two corners.
03:52I am going to try that on the other front.
03:58If I select them, it's all one piece, because Join was set to Yes.
04:02Let's go ahead and try it on the back with two different numbers.
04:05Curve > Chamfer Curves.
04:08I am going to select the Distances now to change it.
04:11And it's helpful to remember first versus second, so I am going to go 5 first, 10 second.
04:17Why that's important is I want to make sure that the 5 dimension is along the
04:22side and the 10 is along the back, so I have to pick it in the exact same
04:25order that I entered it.
04:27So, 5, 10, and you can see the difference there.
04:30It's very easy to pick them in the wrong order.
04:32So, I am going to right- click to repeat, 5 and 10 there.
04:38Let's go ahead and extrude this into 3D.
04:41I am going to zoom out a bit.
04:44Select, going back to the Solid menu and Extrude Planar Curve > Straight.
04:53Now we will use a Solid Chamfer option.
04:57This is a little bit buried.
04:58It's under the Solid Fillet, and there is the Chamfer option.
05:01I am going to pick a new distance.
05:04Instead of 1, I am going to type in 2.
05:05Remember, 2 is smaller than the 5 here, and then we have 5 and 10 going the
05:12other direction in the back.
05:12So, you can pick the edges one by one.
05:16A lot of times I like to rotate the view and just draw a box around it.
05:21Right-click to accept.
05:26And there you have it.
05:28Let's talk about filling now with a surface.
05:30We have done curves and we have done solids and I also discussed the relationship
05:35between surfaces and solids and how it's actually a fluid state.
05:39So, this copy of the head, which is about halfway done, is a solid, because
05:43it has got multiple surfaces joined together, so you would use one of the
05:47Solid commands on it.
05:48I am going to go ahead and convert it to a group of surfaces with a
05:51simple Explode command.
05:53So, now we have three separate pieces of geometry:
05:56the front, side, and back. Go ahead and delete the back.
06:02We don't need this for the test.
06:03We will do a Fillet along this edge but using the Surface menu.
06:09Surface > Fillet two Surfaces. Radius is 3.
06:13So, I will change that.
06:16And then just pick the two surfaces that are in the vicinity.
06:19Note that the two surfaces were filleted but not yet joined.
06:23I am going to undo that.
06:25Note that we have the back open and the front.
06:32Just to show the relationship between surfaces that are unjoined versus joined,
06:35suddenly becoming solids, and you can use those commands.
06:39So, I am going to pick the front and top, use the opposite of Explode, which is Join.
06:44They are now connected along that edge, so when I select the whole thing lights up.
06:49And let's try to do a solid.
06:50Even though the back is open, you have multiple surfaces joined together, so you
06:54have satisfied the definition of a solid.
06:57Solid > Fillet Edge > Fillet.
07:01It's currently set to 3, which we will go ahead and use.
07:04Right-click to accept.
07:06There you can see, the Solid command works on a group of surfaces joined, which
07:10are therefore polysurfaces, but it's not entirely closed.
07:14The Fillet and Chamfer tools are very easy to use, which is nice since you
07:17will likely be spending a lot of time using them.
07:19Remember the two practice tips and things will go much easier.
07:23Number one, try to prefilletize, meaning make the fillets on your curves first.
07:28And number two, when filleting solids with corners, create the bigger fillets
07:33first and then the smaller fillets later, so they flow over the first ones.
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Trimming and splitting with curve Booleans
00:00In this video, we'll explore two critical editing tools:
00:03the Trim and the Split.
00:05First, the definitions. Both commands are looking for where geometry is intersecting.
00:10A Split will break it apart leaving all of the pieces remaining.
00:14A Trim will create a break and then delete the leftover parts.
00:18And like many other editing commands in Rhino, both commands work the same way,
00:21whether you're working on curves or surfaces, or even a mixture of both.
00:26Let's start off by doing a Split first.
00:28I'm going to go to the right view and maximize it, and we've got some
00:33construction geometry for this robot arm.
00:36First, I'm going to split the circle to the two rectangles.
00:39So, here is the Split command on the main menu.
00:43It says, "Select objects to split."
00:47I'm going to select the circle.
00:48Hit Enter when I'm done and then select the two cutting objects, and hit Enter
00:54or right-click when done.
00:55So, now we've split them apart with all the pieces remaining.
00:58We can continue and do another split, this time splitting the two rectangles.
01:06So, we select both and then hit right- click, and then you have to pick the
01:10pieces that have intersections, so that's multiple pieces now.
01:13So, at this stage, we have leftovers that are no longer needed, and you
01:18can select and delete.
01:20So, there is the robot profile with one way to do it for his arm.
01:24Let's try a little bit quicker method called Trim.
01:28Here is the Trim icon on the toolbar.
01:32We're going to select the circle to cut, Enter when you are finished selecting,
01:37and then pick the pieces to be removed.
01:41But repeat that now going backwards.
01:43Selecting the two rectangles as cutters, right-click to accept, and then the
01:48parts to be removed.
01:51You might notice that there is a lot of extra clicking.
01:53So, Rhino is set up so you can Trim or Split two or three or more entities
01:58to another two or three or more.
02:00So, that's why they always ask you for the right-click to accept.
02:03So, it doesn't make a lot of sense when you're splitting or trimming one curve
02:06to another single curve.
02:08It makes more sense when you have larger groups, so keep that in mind.
02:11Now I'll show you a great little shortcut for doing a lot of these steps faster.
02:15It's kind of a buried command.
02:18It's called Curve > Curve Edit Tools > Curve Boolean.
02:22So, this is asking you for an input group of curves.
02:26You can just draw a box around them.
02:28Enter when done selecting or right-click.
02:31Now, we're just going to define some regions, but before I do that, I want to
02:34say Delete the Input, All.
02:37I only want the end result.
02:39So, we start clicking inside these regions and you'll notice how they
02:44highlight or shade.
02:46When you're done with the regions you want to keep, you can always subtract some.
02:50I'm going to right-click now, and it found all the intersections and
02:56removed all the extra pieces in one command.
02:59Let's talk about same commands with curves and surfaces.
03:02I'm going to switch back to All Viewports, and maximize Perspective.
03:09So, here I have got a backup head copy with some surfaces joined and then a
03:15curve that happens to be sitting on the surface.
03:18Let's see how this works.
03:19We're going to use the Split command. Objects to be split.
03:24I'm going to click on the solid, right- click to accept, cutting objects will be
03:31the curve, right-click to accept.
03:34Now you'll see where this surface has been spliced out.
03:38Even though the curve was on top of the surface and not really
03:42technically intersecting it.
03:43So, this is a great command for little details, where you might want to move this face back.
03:50I'll just click the Nudge key a couple of times, and you can build a surface on the edge.
03:59Let's try a projection type command.
04:01Now if you have a simple enough surface here and a simple enough curve,
04:06they don't even have to intersect.
04:07It will actually calculate the intersections by projecting through the
04:10construction plane, which is down below.
04:12Let's try to split it, objects to split is the head, right-click to accept.
04:18We can pick one of the circles, right- click to accept, and so it has done a nice
04:24projection vertically, and split that right out.
04:27I'm going to go ahead and undo.
04:34If you have more complicated geometry, then it's just one additional step.
04:38Let's take this Surface command, extrude one of those circles straight.
04:45Right-click to accept.
04:46So, this is an extra step, but it's a guaranteed way to find the intersection.
04:54So, we'll go ahead and split that head, select, right-click to accept.
05:01Cutting objects is a cylinder, right-click to accept, or I can just throw that away now.
05:09So, we've made that cut.
05:12Use of splitting or trimming or even curved Booleans depends as much on your
05:17specific project as it does on your personal preferences.
05:20One good tip to try.
05:21As your model gets more and more complex, you might want to begin using the
05:24Split command over the Trim command.
05:27On more complicated models, Rhino sometimes cannot find the intersection, so by
05:31using Split, you're giving yourself the opportunity to use the different two
05:35sides to find the intersection.
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Moving and rotating objects with the Drag and Nudge tools
00:00In this next video, we'll review how to move and rotate objects. Sounds boring?
00:06It's not.
00:07The ability to move and position any object or group of objects will be a huge
00:11boost to your accuracy, workflow and ability to explore different design options
00:15all in the same workspace.
00:18Furthermore, if you know how to accurately move and position objects in the
00:21scene, you can be a little looser when you build stuff.
00:25Let's start out with some moving.
00:26I'm going to go ahead and maximize the Perspective viewport by double-clicking.
00:31The quickest way to move stuff and also the least accurate is the Drag mode.
00:35So, I'm going to highlight this, hold down the mouse button, and just move it.
00:40So, it's definitely quick and easy, although I have no idea where it started,
00:44where it ended, or how far it went.
00:45But it's pretty handy to get things out of the way.
00:47Let's get a little more accurate.
00:50I'm going to use the Transform Move command next.
00:52Click the button over here on the main toolbar. Select the object.
00:56I have got the End snap on.
00:58So, I can pick a specific point, and then I can now type in a distance.
01:05I'm going to use 30 on the keyboard, Enter, and this will actually position it
01:1130 units away on the construction plane, or since I have got the End point snap
01:18still set, it can go seek the nearest point, and get you 30 units closer along a
01:27line that continues.
01:28So, I'm going to hit Escape.
01:31Another accurate way to move stuff is using coordinates. Zoom back out.
01:38Repeat the command Transform Move.
01:42Select the objects.
01:43We're going to pick a point, snap to the end.
01:48Now instead of snapping somewhere, I'm just going to type in the X, Y, Z values
01:51of where I would like to end up.
01:53So, I have got the one already noted there, -100, -100, and if the last value or
02:01last two values are 0, you can just omit them.
02:03So, I'll go ahead and hit Enter.
02:04So, now I know exactly where it ends up.
02:07So, it is accurate although not as useful some of the other ways.
02:11Let's check out the most useful way to move objects.
02:15Let's first talk about moving this arm, so that the center of the arm is snapped
02:21to the end point here.
02:23So, we can snap to one of these Midpoint edges, but I want to be in the center
02:27of a surface, so there is no snapping ability there. No problem.
02:32Let's draw a quick line from opposite corners.
02:35I'm going to turn on the Midpoint snap, and now when I move it, I can seek that
02:41position and I'll wind it to that point.
02:44So, let me do a quick crossing window right to left.
02:48Start the Move command, snapping from the Mid, and snapping to the End.
02:55So, now it's perfectly aligned.
02:58I don't know the distance.
02:59I don't know the angle, but it's exactly where I want.
03:02Let's try that one more time with the head.
03:04I'm going to make this a little bit easier.
03:06I'm going to change to Wireframe mode.
03:08I have got a line here and I want to move the head so it's centered, from this
03:15midpoint to the center of the axis, so the head will now align over the body.
03:19I like working in the Perspective viewport, so it's much easier to pick objects.
03:25I'm going to select the head and geometry.
03:30Now I don't want to select some of these antenna objects up here.
03:33So, I'm going to deselect them with a Ctrl+Click.
03:35I'm going to leave those where they are.
03:39It looks like I got everything selected, do the Transform Move. Point to go
03:46from would be that midpoint, I can zoom around here, and point to end up is the end there.
03:54Let's deselect and go back to Shaded view to check it out.
04:01Head is now perfectly aligned over the body.
04:04And the final way to move objects is with the Nudge.
04:07I'm going to zoom back into the arm.
04:09That looks a little bit out of alignment.
04:12So, I'm going to select the arm.
04:14Using the four arrow keys, I can just click it several times to nudge it
04:18into final position.
04:21Also, we have additional nudge keys to go vertically up or down using the
04:27Page Up and Page Down.
04:29Let's try and click on those.
04:30So, you can go all three dimensions using the keyboard nudge keys.
04:36Let's talk about rotation.
04:39We're going to do a 2-D rotate first.
04:41So, I want to go into a 2-D viewport.
04:44It's a little bit tricky to do a 2-D rotation in a 3-D viewport like Perspective.
04:48So, I am going to go back to all four viewports by double-clicking, and we're
04:52going to maximize this Right viewport.
04:56So, I have the arm selected, and we turn off Midpoint snap.
05:01And we'll start the 2-D rotate over here in the main menu.
05:05Now, it should find the end of that line up there.
05:09I'm going to draw down.
05:12You can eyeball this whole thing, or holding down the Shift key it will seek
05:15out an ortho second point that you can rotate at any angle, or you could type in a value.
05:21We're just going to kind of do a random number here.
05:24I'll show you how to get it back into position here in a minute.
05:27So, we have rotated it some unknown angle and a lot of times you get geometry
05:32from other files, or even accidentally rotate things an unknown distance, and
05:36we want to get that back perfectly vertical.
05:38So, we're going to use a little bit of extra snapping here.
05:41I'm going to select Perpendicular and start the 2-D rotate one more time.
05:48The arm is already selected.
05:49We're going to use the same center as the end-point of the shoulder axis.
05:56And depending on the object, you want to change your snaps. Perpendicular
05:59works perfectly here.
06:00So, I'm going to select that point.
06:02Now I have defined the starting angle.
06:03I don't know what that is and by holding down Shift, I can snap and get things
06:08perfectly aligned, where they were at some unknown angle earlier.
06:12We should definitely be in the Perspective viewport.
06:15I'm going to double-click twice, get back here.
06:17I highly recommend that you have some axis there, instead of finding points
06:25on the object itself.
06:26So, the center of rotation should be defined by an axis.
06:29To have that set up, I'm going to go back to the Transform Rotate and
06:33right-click to get the 3-D option.
06:36Select the object, right-click to accept.
06:38Now we define the axis.
06:40There are a lot of steps here, so don't forget to be checking the command line at the top.
06:43So, we can just pick any two points on that axis.
06:48Now we want to do the reference angle again.
06:50So, I'm going to hold down the Shift key again, so we get some ortho snapping.
06:56Here we can rotate it on whatever plane it was on, every 30, 60, 90 degrees, or
07:02again release the Shift, and just eyeball it until it looks good.
07:06The ability to quickly and accurately move or rotate objects is an essential
07:10complement to any Rhino modeler skill.
07:13We've discussed it's usually much easier to build geometry directly on the
07:16construction plane and centered on the origin.
07:19So, it's mandatory to understand a few techniques get objects into their final position.
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Copying and pasting objects
00:00Next up, we'll take a look at the use of Copy and Paste.
00:03These two functions will work as you might have expected on any type of entity,
00:07which includes points, lines, surfaces and solids, including any number or
00:11combination of the above.
00:12One aspect to be aware of, the pasted geometry will be located in the exact
00:16same position or right on top of the originals.
00:19This can appear initially as if nothing happened, so we'll review the best
00:23practice to avoid any confusion.
00:25Copy and Paste is a huge timesaver, but it's actually more than that.
00:28It can be a design strategy for exploration.
00:30I'll give an example here.
00:32We're going to select this robot arm.
00:34I'm going to copy with the keyboard shortcut Ctrl+C, paste with Ctrl+V.
00:41As I mentioned, it's right on top, looks like nothing happened but go ahead and
00:46use the nudge technique with the arrows on the keyboard.
00:49We go ahead and adjust the count, so I have three spaces over.
00:53So, there is the exact copy.
00:56I'm going to do it one more time, Copy, Paste, and then just count one, two, and three.
01:00The only reason I'm counting is so I've equal spacing, and I can get them back to
01:03the original position.
01:06So, with these extra copies, I can do some design explorations.
01:08I can try fillets on this one, maybe some chamfers on that edge, or I can make
01:14more copies and try other experiments.
01:16I'll make some extra copies to show a common problem.
01:19So go ahead Copy, Paste.
01:23Since we're outside of the command, anytime you hit the right-mouse button,
01:27the Spacebar or the Enter key, it's just going to repeat that.
01:30So, I could accidentally hit the Spacebar a few times.
01:35Looks like nothing is happening, but when I go back to select this object, I've
01:40got like nine or ten different versions right on top of each other.
01:44This happens all the time.
01:45So, a great way to get rid of these is this kind of hidden command.
01:49I'm going to go to the Edit menu > Select Objects.
01:54There at the very, very bottom is Duplicate Objects.
01:57Now, Duplicate Objects is defined by the exact same geometry in the exact same spot.
02:03Go ahead and select it.
02:04It doesn't apply to the earlier copy since they're in a different position.
02:07Also, it will include all of the duplicates except for one, which it assumes you want to keep.
02:14So, it's already selected, according to the command line, eight duplicates.
02:17I'm going to go ahead and hit Delete.
02:19Again, looks like nothing happened, but I'm going to try to select it.
02:21Since there are no options, that means there is only one object in that position.
02:26We got rid of the extras.
02:27I'm going to zoom back out here.
02:30I'm going to talk about copying and pasting now between Rhino files.
02:34So, this would be in a situation where you're running Rhino from a separate instance.
02:39So, I'm going to switch over.
02:41Here is a file where I've been doing some arm design studies.
02:52So, I've got some fillets on this first one, chamfers on the second, punched
02:58a hole in the third.
03:02So, this is the winner.
03:03I'm going to copy this guy from the current file back to the first file.
03:08So, let's just hit Ctrl+C. Now let's switch back to the original.
03:17I can go in here and before I paste, we're probably want to get these out of the way,
03:19or I can just delete them, and then hit Ctrl+V. Before I do that, I want you
03:25to take a look at the layers.
03:28When something is pasted in from another file, it'll come in on the exact
03:31same layer as created.
03:32So, if that layer doesn't exist in the destination file, it will be created
03:36just for this object.
03:37I will hit Ctrl+V to paste.
03:40There is the arm from the other file on the layer it was created.
03:43So, Copy and Paste is more than just making extra copies to save time.
03:47It's a great way to take design detours to explore other options and see how
03:51they look for immediate feedback in 3D.
03:54Just remember to always keep one extra, unmodified copy before making major
03:58changes, in case you want to go back and try other options. One final note:
04:02if the geometry was built with curves, which is usually the case, then always
04:07keep a copy of those original curves.
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Understanding how Rhino uses Undo and Redo
00:00In this movie, we'll review two commands that are probably the easiest to use in
00:03Rhino, the Undo and its exact opposite, the Redo.
00:08These will work equally well on any command like Extrude, a transformation like
00:12Move, and even deleting objects or changing layers.
00:16As you can correctly assume from other software, the Undo command goes
00:19backwards in time, and the Redo goes forward in time, although of course it
00:23cannot go into the future.
00:24In that sense, it's probably better described as a way to undo the last undo.
00:29Before I start the demo, let's check some options which you might not think about.
00:33I'm going to go to the gear here to access the options.
00:38Under Rhino Options > General, we've got the default set to only 1 as the minimum number.
00:43Of course, this can vary depending on the file size and the amount of memory you
00:46have in your computer.
00:47But in any regard, one is too low.
00:51Let's just go ahead and type 20 as a bare minimum, and that should be fine.
00:55So, if you're ever run into problems, this is the first place to check if
00:57you're finding yourself unable to go back more than a few steps.
01:01I'm going to demonstrate some of the Undos and Redos by just moving the arm
01:06around, but as I said earlier, it works equally well on building geometry
01:10or editing geometry.
01:11So, I'm going to go ahead and just move it a couple of different times.
01:16Now if it's too far, I can go backwards.
01:21Ctrl+Z is the shortcut for Undo, and each time I press it, it reverses
01:27backwards in history.
01:28Now I can hit Ctrl+Y if I want to undo that undo.
01:32A word of warning though. This Undo and Redo does not carry over after you've
01:40closed the Rhino session.
01:42Also, I don't recommend that you use the Undo or Redo to go way, way back to a
01:46much earlier version, like let's say 30, 40, 50 steps.
01:50In those situations, what I recommend doing instead, just make a copy of the
01:55geometry and place it on a layer that is turned off for future retrieval.
01:59So, let's do that now.
02:00I'm going to select the arm and do a quick Ctrl+C to copy, Ctrl+V to paste.
02:06There is now two on top of each other.
02:08I've already created the storage layer.
02:10You'll notice this is turned off.
02:11So, I'm going to right-click on that layer name and just change it.
02:16So, we now have one copy here on the current geometry layer, and a second backup
02:20on the storage layer.
02:21So, let's proceed to do some edits.
02:25Let's say I worked on it for quite a while, and I've changed my mind.
02:29That is no longer what I want.
02:30So, going back 50 steps would take actually a lot of time.
02:35So, in those situations I recommend just select the object, deleting it.
02:39Let's turn the storage layer back on.
02:41There is the original in its original position.
02:44So, you can just make another copy, paste it back to the current work layer,
02:50geometry, and then turn the storage back off.
02:53Probably an even better tip, if you're going to do extensive design
02:56explorations, is to be saving the file on a regular basis with a new name.
03:00So, you do that by Save As.
03:04What I'd used to recommend is you would save it as robot10, then robot11.
03:08That's unnecessary now.
03:09With the Incremental Save feature, it'll do automatically, adding numbers and
03:12indexing them each time you use this command.
03:15My suggestion is to do it every 30 minutes.
03:17So, no matter what happens, you've only lost at most 29 minutes of work.
03:233D modeling is all about using digital tools to explore new directions and
03:26experiment to get the best results.
03:29Part of that experimentation is two- fold, to build the comfort level with the
03:33software, but also knowing that anything you do can be reversed.
03:37So, the use of the Undo and the Redo helps build that comfort level.
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Grouping objects
00:00In this video, let's take a look at the Group command and how it can be used to
00:03organize your geometry.
00:05If you've used other editing software, either for 2D or 3D, then you should be
00:09familiar with this command and how it works.
00:11One nice addition is that Rhino lets you add objects to the group, subtract
00:15objects and even give the group a name.
00:17So, let's take a look.
00:19Most of the Grouping commands are available through the Edit menu and Groups,
00:24although there's a few options missing.
00:26So, let's skip that and then say we're going to go over to the Group icon
00:30in the main toolbar.
00:32I'm going to click and hold to get the flyout and then drag the Titlebar over, so
00:37we'll see a few extra commands this way.
00:39I'm going to go ahead and group all of the objects into the head, from the neck up,
00:44so I am just drawing a box around it, click on the Group icon, or I can hit
00:52Ctrl+G for a shortcut.
00:53Now let's go ahead and give it a name as well.
00:58We'll call this the head.
00:59I'm going to go ahead and select the rest of the objects below the neck, group
01:06them, click on the Name button, call them body.
01:09And I have just realized I don't want to include this antenna inside the head group.
01:17So let's remove those from the set.
01:19I'm going to select Remove from Group, and we'll just pick each object one at a time,
01:27hit Enter when done or right -click, so those are now removed.
01:33And if I select on the head anywhere, you'll notice that the antenna objects are
01:38not included in that group, everything else is and remains that way.
01:42Let's try to use our group names to select it that way.
01:44I am going to go to Edit > Select Objects > By Group Name.
01:50It will give me as default the last group name created.
01:55I'm going to type in head and notice the head group now lights up. Okay.
01:59I'm going to go ahead and undo both of those groups, so I can just select by
02:05clicking on them, and this icon here is for Ungrouping, and I can select on the body group.
02:14To ungroup, I can use this shortcut, which is Ctrl+Shift+G. So, I'll just to
02:19double check I'll select them in separate items. Those are now all
02:23individually separated.
02:24I'm going to show you my favorite use of this command.
02:27I'm going to zoom out, select everything, put them into one group, and then do
02:35a Copy/Paste with Ctrl+C, Ctrl+V, take that extra copy and move it away, and do
02:42a quick rotate, and it rotates exactly 180 degrees. Maybe just scoot it back a bit.
02:51So, what I like about this command is I'm able to share both the front view
02:57and the back view of an object, either finished or in progress, and share that with other people.
03:02So, grouping is one quick and easy way to organize objects in the scene, but
03:05in my opinion, it works best for only short-term operations.
03:09Like the example of the quick copy and move we just saw.
03:11If I need some geometry to be separated from the rest of the 3D scene,
03:15it usually makes more organizational sense to me to put that same bunch of stuff
03:19on its own layer.
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Scaling objects
00:00In this video, let's take a look at how to scale objects in one, two, or three dimensions.
00:04As usual, Rhino lets you scale just about any object you can select.
00:08However, if you stop to think about it, a straight line can only be scaled in 2D
00:13because it doesn't yet have a third dimension.
00:15Likewise, the point object can't be scaled at all.
00:18And when we have a solid or polysurface object, it can then be scaled in any
00:22of three dimensions.
00:23So, let's take a look at that first situation.
00:26Now, a general rule:
00:27all scaling is going to require you to select an origin. That's the center
00:31where all scaling will be calculated from.
00:33We have just got the latest leg design from the Robot Leg department and
00:37we have got a problem.
00:39This is way too close to the arm that we created earlier.
00:41So, we are going to scale this arm back down.
00:44Step one will be to create an origin somewhere on this arm to scale around.
00:50I don't have a point located where I might want one.
00:52So, let's create one right now.
00:54Let me go ahead and turn on Intersection and I am just going to create a
00:58one Point object from the menu here and pick this Intersection location.
01:04That's where I want to scale it from.
01:10The Scale commands are located here on the main menu or under Transform > Scale > 1, 2, 3.
01:17I'll just go ahead and open up the icon.
01:22Click and drag to fly it out and leave that there.
01:23Let's scale the arm in three dimensions.
01:25I am going to start by selecting. Click the 3D Scale button.
01:30The first question is, please define the origin.
01:34Let's turn our Point snap on, so we can now find it.
01:38This is why it's a good reason to work in the Perspective viewport so you don't
01:43pick the wrong spot.
01:46So, for all scales, we are going to pick a starting reference point and then
01:50an ending reference point.
01:51And this could be any two points that you select.
01:53So, I am just going to start outwards, and I'll move in to scale down.
01:59Conversely, if you move away from the original reference point, it's going to scale larger.
02:03So, it doesn't really matter what that is if you are just going to do an eyeball reduction.
02:07So, that's looks about right.
02:10I will click again to accept.
02:11So, we saw that engineering situation where we have the intersection of the arm and leg.
02:16But I am now noticing that this arm looks a little too skinny.
02:21So, let's try the 1-D scale, and this is where it's really handy to be in the
02:26Perspective viewport.
02:27I want to make this 50% wider instead of eyeballing it.
02:31So, I need to pick an edge where there is 2 points along the same axis. I want
02:36to scale only in 1-D for thickness.
02:39We'll select the 1-D scale command from the toolbar. Pick the object.
02:46Hit Enter since we have no more to add.
02:48Select the origin as one of the endpoints and instead typing a second
02:53reference, I'm just going to type in the scale factor. Notice what the command line says.
02:58So, I'm going to do that by entering 1.5 and that will be a 150% increase in width.
03:03Now, it will start scaling automatically, but it's asking for the second
03:06reference point to give it a direction.
03:08So, I am going to click on that second point.
03:10So, let me zoom back out.
03:13You can see it's 150% thicker only in that one axis, one-dimensional scale.
03:19Let's explore 2-D scaling.
03:21And for that, I'm going to turn on another layer for some Robot 2-D geometry.
03:27Here we have a gear with a very specific size.
03:31Note that it's 19 units across, so that gives us a measurement of 9.5 for the radius.
03:38I have just been told we need to upsize this gear so it's 24 across.
03:43So, that will be a 12 units radius.
03:45I don't know the exact percentage, but I don't need to with the next method of scaling.
03:50We will start with 2-D scale here on the toolbar.
03:53I am actually going to pick the dimensions as well. Enter when done.
04:01Select the origin.
04:03Intersection is selected so this will work just fine.
04:05And I'm going to pick the first reference point, so I want to make sure I'm very precise.
04:11Pick the edge that is currently 9.5.
04:12And you can see as I move around randomly it grows and shrinks.
04:18I am going to type in an exact number that we want to hit, which would be half of 24 or 12.
04:26So, the dimensions have updated to verify that.
04:28It's now 24 across or 12 for a radius.
04:31These text labels are Rhino dimensions, which are able to be dynamically
04:36updated, and we will discuss those a little bit later.
04:38So, it's just another way to get things larger or smaller with exact precision.
04:43Let's take a look at a few more objects and do some 3-D scaling and 1-D scaling
04:48and point out some potential problems.
04:50Okay. We have got this bracket here with some fillets already done on these inside holes.
04:55Those fillets are running in three dimensions.
04:58So, we have got to be careful about this.
05:00If we scale in three dimensions, we are fine.
05:02So, let's go ahead and do that.
05:03I'll pick the 3-D scale, select the bracket, right-click, origin point.
05:11For this example, I am going to type in 0.5 so we will get half the size of the original.
05:16Now, since I scaled in three dimensions, the fillets still look fine.
05:20So, that's the good case.
05:22Here is the bad situation. We have a copy.
05:24I am going to scale this in one dimension, and then we'll take a look.
05:281-D scale, select the object, right-click, origin.
05:34First reference, I'll just click on this corner, and I'll type in 0.5 so it'll be half as thick.
05:38If we take a look, this are probably not what you want.
05:44These fillets have been completely squashed, and they are no longer a
05:47uniform radius everywhere.
05:49So, the workaround to avoid that problem is to do your fillets last whenever possible.
05:57Pick this corner as the origin.
06:02Scale factor 0.5 to be half as thick.
06:05I will just make sure I've picked second point in alignment so it goes
06:10the correct direction.
06:11So, here everything looks fine, and now I can add a fillet to finish it out,
06:15and the fillets will be perfectly scaled for the exact size I want without any problems.
06:21Scaling objects is very straightforward and only occasionally tricky, but this
06:25gives you three different ways to determine the final size.
06:27So, you've got the eyeball method just for looks, the percentage method where
06:31you know the increase or decrease, and then you have the size method where
06:35you input how big it should be when you are done, and not need to worry about the
06:38math percentages.
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Duplicating objects using the Mirror command
00:00Next up, we will talk about the Mirror command and how best to use it.
00:03This command is ideal for any symmetrical geometry, whether it's a curve,
00:07surface, or even a completed solid.
00:09It's also a big time-saver, since you only have to build half or even a quarter
00:13of the geometry and let Mirror do the rest.
00:15Even better, it provides complete accuracy since you know that each side
00:19matches the other side.
00:20We will just start off by making a mirror copy of the robot arm, but it's
00:24important to have an axis setup.
00:26So, in this case, I have got this line down the center.
00:30Let's go ahead and maximize the Front viewport.
00:32I am going to start the Mirror command by finding it under Transform > Mirror.
00:39Objects to mirror are the arm. Enter.
00:43Now, we are going to have to snap the two endpoints of that line or axis down the center.
00:48So, make sure your snappings are correct.
00:50I have got Endpoint, which will work. I'll snap here.
00:53And if I don't have another endpoint to snap to, it's very easy to
00:57let something misalign.
01:00So, let's snap to this endpoint.
01:02So, I know that this is copied, flipped over and exact equal distance on the
01:06other side of that Mirror plane.
01:07Let's do it one more time with the leg.
01:09I will just select.
01:10I am going to right-click to repeat the command and just define the Mirror with
01:16the same two points.
01:21Let's check out the Mirror command on some curves and see how it works differently.
01:24I'm going to go to the Top viewport, maximize that, zoom out and then hide
01:32some curve geometry.
01:34I'm going to select this curve and do a quick Mirror command and then talk about
01:39some potential problems.
01:40Just snap the two endpoints, and notice we get a kind of a pinch here.
01:48I will show you the reason why that can happen and how to fix it.
01:52The last two control points are not perpendicular to the axis.
01:56So, anytime that happens, you can end up with a situation where it'll pinch or out,
02:00and you'll probably want it to be a smooth flowing transition over the top.
02:04So, let's delete this other side and I'll show you the fix.
02:09I have drawn a construction line from one of the control points going in
02:13perpendicular to the axis.
02:15We just grab the last point and make sure it aligns.
02:18So, I'm going to drag and it should snap to the endpoint. There.
02:22Now, these two are in perfect alignment.
02:24We will zoom out and repeat the command.
02:27I am going to turn control points off with F11.
02:31Start Transform > Mirror. Object, right-click to two points.
02:40So, those should now flow perfectly smoothly as if you've drawn them in this one
02:44single curve all the way through. Okay.
02:47Let's show the next logical step
02:48where we have taken the curves and we are going to extrude them into a surface.
02:51I'll show you another tip.
02:53I go to the Perspective viewport and zoom in on these two curves.
02:59I am going to select them both and do a quick Surface > Extrude and talk about
03:06some potential problems.
03:10Notice the thick edge here.
03:11These are two separate surfaces because they were generated from two separate lines.
03:16So even if we join them together, which they will, they will still have a
03:20little bit of a kink, as small as that may be.
03:22I'm going to show you an improved method.
03:24After a Mirror, it's one extra step, but it prevents this problem from having.
03:27Okay, so after the Mirror has been completed, we are just going to join the two lines,
03:33the Join command here on the main menu.
03:36I am going to turn the control points on.
03:38So, this is now one curve.
03:42You can even delete this point in the center that is shared from these two sides
03:49with only a minor modification of the surface.
03:51Let's turn the control points off and ere- extrude that one more time and check it out.
04:00So, notice no seam and that should much smoother for the final project. Okay.
04:04Let's talk about a related command which is called Symmetry, which does
04:11pretty much the same thing as Mirror but lets you continue to tweak it and
04:14update the other side.
04:16I am going to start the command here by selecting the object, going to
04:22Transform > Symmetry.
04:24It's right next to Mirror.
04:25Now, in this command you need to turn on what's called Record History.
04:30It's very easy to forget.
04:33So, you can do that before or after the command starts, and I am going to define
04:36the plane with two points.
04:38Now, it looks like that same things has happened, nothing different.
04:41However, when I select the curve, F10 to turn on the control points,
04:47the other side updates.
04:52Occasionally, you can't really visualize how the whole thing will look with only
04:54half the points selected.
04:56So, this will update both sides.
04:58We can even do the same thing with the surface in this next example.
05:03I have got it off with the plane just to show how powerful it can be.
05:07Start the command, Transform > Symmetry, turn on Record History.
05:13Select an edge of this surface or curve and then define this plane one more time.
05:20We are going to snap to both points.
05:22Notice how it flows across and maintains perfect smoothness.
05:30Let's verify that by highlighting the finished surface and turning the control
05:35points on and see what we can do.
05:36I will grab this point here and just kind of pull it around.
05:43You see the other side update.
05:44It might be easier if I grab some points back here.
05:47I am going to use the arrow keys to nudge them.
05:50It will continually update both sides and even move other points as necessary to
05:55maintain that perfect smoothness and continuity.
06:02Now, one word of warning.
06:03As soon as you move either the axis or the surface, you have broken the relationship.
06:10You can actually go work on other parts of the model and come back here.
06:13And as long as the relationship has not changed, it will continue to update.
06:19So, the Mirror and Symmetry commands are both ideal ways to build symmetrical
06:22geometry quickly and with guarantied accuracy.
06:25The Symmetry command does give you the extra ability to continue tweaking while
06:29seeing the final result, but remember, once you move the part away from axis,
06:33the Symmetry connection is lost.
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Making copies and structured sets using arrays
00:00Next up, we'll learn how to make copies in structured sets called arrays.
00:04There are several kinds of arrays, but we'll focus on the three most common,
00:08Rectangular, Polar, and Along a Curve.
00:11The first array we'll look at is called Rectangular, but the name is just
00:14indicating that each copy is a linear distance from its neighbor and forms a rectangle.
00:19Basically, you're creating a one, two or three dimensional grid or matrix of copies.
00:24I'd like some extra bolts.
00:25I'm going to zoom in here.
00:27I'm going to select this one bolt and go to the Array command under Transform >
00:35Array > Rectangular.
00:37We need to input a lot of options here, so you need to slow down and read the command line.
00:43For X direction, I'm going to type in 4 bolts, Y direction, type in 4 and for Z,
00:49I'm going to type in 4.
00:50I'm going to use the same spacing for all these just to make it easy, so 10
00:55units apart, 10 units apart, 10 units.
01:00So, here is the array.
01:03Notice we have 4 X, 4 Y, and 4 vertically in a Z. So, that's 64 copies.
01:09I'll just change mine.
01:11I don't need quite that many.
01:13So, right now, we're in Preview mode.
01:15We can go ahead and change the number in a Z direction.
01:17Let's go from 4 down to 2.
01:19So, again, still in Preview, to exit the command and accept the current
01:25number, you hit Enter.
01:27So, there we are. We have 32 bolts. Okay.
01:31Let's take a look at a Polar Array, which only works in 2D.
01:38Polar Array is just basically making copies around a common origin.
01:41I'm going to start off with this shape.
01:43I'm going to use this point here, which is an Intersection.
01:46So, make sure that is on.
01:47We'll go to Transform > Array > Polar.
01:53Center of the pole is that intersection I just mentioned.
01:55I want to make 20 copies.
01:58Now here, it gets a little interesting.
02:00I can define the zone, like a starting angle and an ending angle, and all the
02:06copies will go in between.
02:07I'm going to undo that and instead, we're going to change this to 360 degrees,
02:11so to go completely around it. Undo.
02:15I'm going to right-click to repeat, reselect the center. 20 items is fine.
02:21It's in the default, so I just hit Enter to accept.
02:23There is the last angle I defined already in the prompt, 55.9.
02:26I'm going to type in 360, so we go fully around the circle.
02:31Let's try that one more time with this shape.
02:37Right-click to repeat. Define the center.
02:41I'm going to this time only do 11 copies, and I want to go half way around the circle, 180.
02:47Let's take a look at the last type of array, which is Along a Curve with a
02:52couple of really cool examples.
02:54I created this helix from the Curve menu, right there, and then I created a
03:00solid cone and just aligned the tip at the very beginning of that helix.
03:04Let's start the command by going to Transform > Array > Along Curve.
03:11Objects to array, just that one cone, Enter, and then select the path.
03:16I'm going to pick 45 as the number.
03:20There are a couple of options here for orientation.
03:22Let's try No rotation and see what happens.
03:25So, notice we get all those copies, all 45, pointing in the exact same direction.
03:29So, it has created them equally spaced along the curve, but it's not really
03:34respecting the curvature or rotation.
03:37So, I'm going to undo that and try it one more time.
03:40Right-click to repeat, objects, path, same number.
03:46This time I'm going to select Freeform.
03:49Hit OK, and now notice how each one is banked according to the curvature of
03:54the circle it's on.
03:57The next example is a little more realistic.
04:00I've created a rivet for our robot.
04:03There is a curve on the surface right here.
04:05We use that curve to create an array around the outside of the robot head.
04:09I'm going to zoom out a little bit.
04:14Transform > Array > Along Curve, objects, Enter, curve, and I'm going to go down to 24.
04:26Now in this case, we're dealing with a sphere.
04:28So, the rotation is not really important at all.
04:30I'm going to go ahead and accept the defaults.
04:33There are 24 spheres equally spaced, regardless of whether the line is
04:38straight or curving.
04:40The Array commands work great whenever you're dealing with more than three
04:43or four copies, and you need those extra duplicates to be precisely placed or spaced.
04:49And don't forget these commands have many, many steps.
04:52So, try to take your time and read every input along the way.
04:55If it still doesn't turn out as expected, remember you can just do a quick Undo
04:59or a Ctrl+Z and try again.
05:02You probably need to work this way as you figure out how these commands work.
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10. Analysis and Degrees
Using the Analysis toolbar to understand characteristics of a model
00:00In this video, we'll take a quick look at some of the commands found on
00:03the Analysis toolbar.
00:05These are very helpful when receiving a new model from someone else, and you
00:08need to check or match some of the sizes.
00:10However, the Analysis tools can be just as available for own models.
00:14For example, when you haven't worked on the project in a while and forgot what
00:16you did in certain areas.
00:19Take a look up here at the menu. All the commands will be found under Analyze.
00:23I am going to go ahead and open up the Analyses toolbar and dock it.
00:27So, we are going to by right-clicking on a blank area.
00:29These are all the toolbars available. Select Analyze.
00:34And then just go ahead and dock it, just to make it a little bit quicker and easier.
00:37Another reminder along the way. I always keep the curves that have generated
00:42all the surfaces in the file.
00:44You can always move them to another layer later, but these are extremely helpful
00:48for checking sizes or regenerating geometry.
00:51So, there is no need to get rid of them.
00:52Let's maximize the Perspective viewport, and we'll start of with the Analyze Direction.
01:01We've talked about this previously.
01:02This is very helpful when you have problems with trimming or even
01:05Boolean operations.
01:07So, it will tell you which is the inside direction and the outside direction.
01:10So, let's pick a couple of objects, right-click to accept.
01:16And that's as expected, so everything is working fine there. And right-click to finish.
01:21Now, let's switch over to the front view.
01:25We'll double-click that and maximize by double-clicking again. I'll go in Wireframe.
01:32I am curious about the angle between these two antennas, so we'll go up to
01:36Analyze toolbar and determine the angle.
01:39Now, it wants the start of the first line.
01:43It's a little bit helpful to make it consistent between the two line.
01:45So, I am going to snap to that endpoint.
01:48It'd probably be better to turn everything else off.
01:50So, just the End snap.
01:53So, there is the first point, and the end point is up there somewhere.
01:59The second line, I try to keep it consistent, so I'll go back to the
02:02same beginning origin.
02:07It tells the angle is 59.9682, just as I was guessing.
02:12Here I am going to jump back to the Perspective view.
02:15I want to try and look at some radii on this model.
02:23This is especially important if you have a detail that has already been done,
02:26and you need to match.
02:27For example, what is the radius here?
02:29I have another object that needs to be in the same set of products, so
02:34we'll check the radius.
02:36It's pretty good about finding any curve out there.
02:40You can see the actual number right there by the cursor, at 7.0, go ahead and click.
02:43Then it gives us the diameter and radius up at the top.
02:48Let me try that again.
02:50So, we can snap to almost any arc that it can find, including parts of a sphere.
02:57So, it looks like it's snapping around the midline, giving us instant feedback of a radius of 2.
03:02Now, the next radius check is probably the best trick yet.
03:08Many times you are trying to match certain details and it was very easy to
03:12snap to these curves here or the edges of the eye there.
03:17But how do you determine the radius on this shape?
03:20There is no curves, and the edge is going along the other way.
03:23We don't have anything to calculate the radius from this direction.
03:28So, we are going to do one more command here.
03:29I'll go to the Curve menu > From Objects > Extract Isocurve.
03:36So, as you know the surface is technically infinitely smooth, and there is
03:41isocurves pretty much everywhere.
03:43So, we can just make a copy of one of those at any time.
03:45So, I am going to select the surface. Looks like I have picked the wrong
03:50surface, try it again. There we go.
03:55So, this is coming up in the correct direction. If it wasn't, you just flip
04:00the toggle option here.
04:02You can see you always have two directions in any surface.
04:06It's kind of a guess which is the U Direction and which is the V Direction.
04:08So, that's why you have a toggle in most of these commands.
04:11So, we can just extract this anywhere.
04:13I don't need to snap it anywhere particular.
04:15Right-click when we are done.
04:16It's still selected.
04:17I can go back to Radius and instantly it tells me that there was a Radius of 3
04:23units and Diameter of 6.
04:26Okay, one more analysis. To do this we are going to zoom down to the feet.
04:31This next command works the best on organic and curved surfaces.
04:35This is under the Curvature Analysis.
04:38We are going to select Environment Map.
04:42So, it wants us to select a couple of objects.
04:43I am just going to pick everything down here in the viewport. Right-click.
04:48So, what we get is an environmental reflex map, meaning it's as if this is a
04:54shiny object in an environment reflected by the picture you have selected.
05:00But we can change the image pretty quickly and easily.
05:02There is one called Tru-Sphere.
05:07This is very popular with car designers or boathull designers, where they need to
05:12get tremendous amount of detail and feedback.
05:14Why this is so useful is you can see discontinuities.
05:18You can see the surface change direction abruptly, and that will tell you that
05:22it's not as smooth as you thought.
05:23So it's an Analysis tool
05:25that helps you make surfaces smoother or find flaws before you go much further.
05:29And of course, it's fun to look at.
05:33One nice little factor here is we can add objects by selecting this button.
05:37It just puts more objects in the reflection set.
05:41Like I said, it's more effective on the curved surfaces, not that useful on the flat surfaces.
05:52Hopefully, these Analysis commands will reduce or eliminate your concern
05:55when modeling quickly.
05:56Too often, beginners will slow down as they worry over the size of each component.
06:00With the Analysis commands, you are free to design and model with more focus on
06:04the form and proportions, and less on the actual dimensions.
06:08These dimensions can be derived at anytime, so no need to stress unless you
06:12like to stress.
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Defining degrees of curve and surfaces
00:00In this video, we'll define and explore the meaning of degree and why it is so
00:05important to NURBS-based modeling.
00:07The concept of curve and surface degree may sound a little technical, but it's
00:11actually very straightforward and absolutely mandatory to understanding and
00:14controlling your designs.
00:16The simplest explanation I can give you is smoothness.
00:19Why do we care about smoothness?
00:20A couple of reasons.
00:21It's for editability, elegance and the underlying math.
00:26I think elegance, to me, is one of the more important ones because we want
00:29surfaces that are clean and error-free.
00:33So, for true NURBS-modeling, we need to always have a degree 3 minimum curve.
00:38Let's take a look at a couple of examples of degrees 1, 2, and 3, and see
00:42the attributes of each.
00:43I am going to zoom in on this degree 1 curve.
00:46This was created by the polyline command, but you could also edit it
00:51individually by segments that were then later joined. Both would form a polyline.
00:55I am going to turn the control points on by selecting it, hitting F10.
00:59We can see sharp corners wherever lines meet.
01:02So, if I were to pull one of these around, it stays sharp.
01:07That's degree 1, pretty simple.
01:08It's just a sharp corner with multiple straight segments.
01:11Let's take a look at degree 2.
01:13It's almost like a hybrid.
01:15This is constructed with straight lines and arcs.
01:19This would be the result of a fillet operation.
01:22So, let's hit F10 to turn the control points on.
01:24Now, it technically looks smooth in its current state.
01:27But we'll find out pretty quickly,
01:29if we grab one of these corners, there is a kink.
01:32So, it's no longer smooth, so that's why it's classified as degree 2.
01:35Put that back into place with Ctrl +Z. Now, let's check out degree 3.
01:43This could have been constructed with a control point curve or several segments
01:48joined with the Blend command.
01:50So, let's select the curve and turn the control points.
01:53Notice as I move these around, no kinks will appear, no matter what I do.
02:00Even have it go around in circles, and it will still stay smooth.
02:09Another attribute of degrees is the ability to reduce itself to
02:14individual components.
02:15We've talked about this being individual segments.
02:17If we hit the Explode button, it's now broken in individual pieces.
02:23Same as a degree 2. You can see it has got individual components.
02:26They can explode into individual pieces.
02:30The degree 3 cannot be reduced.
02:32So, when we explode it, we basically get an error message here at the top,
02:35"cannot explode a single curve segments."
02:38We would like selecting one of these and try to explode that.
02:40So, I am going to undo those last two explodes and make sure these are joined back up.
02:46Okay, now let's create some surfaces.
02:48That's why we are modeling with NURBS in 3D, the ability to create surfaces.
02:52So, we'll do a quick Extrude and see what the result is.
02:55I am going to try to turn the control points for this surface by selecting and hitting F10.
03:07It looks like we have an error message.
03:08I can't turn on points for poly surfaces.
03:11Because of these individual components joined at the edge, it's no longer editable.
03:15So, that's another shortcoming of the degree 1 curves, and therefore the surfaces.
03:20Also, since the curve could be exploded, we can select this and explode
03:23those individual faces.
03:26Let's try it again with the degree 2.
03:27We'll do a quick Surface Extrude.
03:31I am going to turn the control points for this surface with the F10.
03:37That lets him come on, so this is barely meeting the minimum requirements.
03:41But let's try that same problem corner.
03:44I am just going to use the nudge key here.
03:47Sure enough, we have generated a very sharp kink in the surface.
03:50So, it's no longer got the characteristic of a free-flowing surface.
03:55Let's go over to the degree 3 surface.
03:57Now, I could extrude this, and it's very tempting to do so.
04:00But if we stop for a moment to think, that would be going up in a straight line,
04:04which would be degree 1.
04:05It would actually be generating a mixed degree surface.
04:09It would be degree 3 in one direction, degree 1 in the other direction.
04:14So, when building surfaces from degree 3 curves, you got to be careful which
04:17surfacing command you use.
04:18In this case, I am going to switch over to the Surface > Sweep 2 Rails.
04:24Both of these rails are degree 3 curves as is the profile.
04:27So, I can select this.
04:32This should not explode according to the command line.
04:35If I turn the control points, I should be able to edit this until the cows come home.
04:39I'll grab a couple of points here, just using the nudge.
04:43So, no seams will occur.
04:46I'll show you one further analysis tool.
04:50I'll turn the control points off, so I can select the entire surface.
04:54Control points on is F10, control points off is F11.
04:57Let me select the surface.
05:00Now, we have kept this Properties window over here in the right side dock.
05:03Here is a great reason why.
05:05If I select the details, it's going to give us a very technical report, and so
05:09there is a lot of math in there.
05:10But I want to direct your attention to the U and V.
05:13These are just the Isoparms or Isocurves going in the two different directions,
05:19which is the characteristics of all NURBS surfaces.
05:21It's telling us it is degree 3 in one direction.
05:25Let's call it U. And degree 3 in the opposite direction. Let's call it V.
05:28So, that's another way to verify
05:32we have got a surface that is fully editable and degree 3 in both directions.
05:38So, there is your scary technical background to curve and surface degrees, which
05:42is hopefully not all that scary.
05:43One more caveat to add for degree 3 curves.
05:46You need to have a minimum of 4 control points.
05:49That's to satisfy the mathematical requirements.
05:52A degree X curve always needs X+1 control points.
05:56This is never an issue with degree 1 or 2 curves, but now as you know, always
06:00plan to have 4 control points for curves if you plan on building editable
06:03NURBS surfaces from them.
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Using Rebuild and Change Degree
00:00In this video, we'll build our knowledge of curve and surface degree by changing
00:04the degree of various entities.
00:06As I've mentioned before, the simplest explanation of degree is its smoothness.
00:10For proper editing of curves, we'll need a degree of three.
00:13For surfaces with their two directions, we require degree of three for each of
00:17those two directions.
00:19These directions are labeled as U and V by Rhino and are visually represented by
00:22the Surface Isocurves you can see when in shaded mode.
00:25So, we'll start off by exploring two new commands, Rebuild and Change Degree.
00:30When I zoom in on to this degree 1 polycurve that has six control points and we'll
00:37select it and these two commands we'll be discussing now are right together.
00:42This is Edit > Change Degree.
00:45Not too many options here.
00:47It just says currently it's degree one and Deformable = No.
00:50So, we want to make sure that the new version will be deformable, so we would
00:53say Yes, and then I'll type in 3. Hit Enter.
00:57Notice the curve change.
00:59I'm going to hit the F10 and there is the control points, so it's now a
01:04completely degree 3 curve with no kinks. Pretty handy.
01:09Now let's mix it up with the second command we're going to be looking at
01:13called Edit > Rebuild.
01:14We'll do this on the degree 2 curve.
01:17I'm going to select it, go to Edit > Rebuild.
01:22Now, I have quite a bit more options.
01:24For example, it tells me that the Point count is 19 and the Degree is 2.
01:28That's why they are in parenthesis.
01:30We can then change either of those.
01:31I'm going to just leave it as let's say 12. Degree 3 is okay.
01:39You would probably want to delete the input every time.
01:41We don't need the original. That's why we are rebuilding it.
01:43And then the Preview option is very handy.
01:45It will show us again the Maximum deviation.
01:48That's 1.7 and it's occurring in right this position.
01:50So, that degree 2 polycurve is now degree 3 and fully editable with a new
01:57number of control points.
02:00And finally, in a third case, let me select this degree 3 curve.
02:04I go to use the command Edit > Rebuild, and you'll notice here that it's got 30 points.
02:13I'm going to cancel out of this and hit F10.
02:17You'll see exactly what's going on, and this is pretty bad news.
02:20However, this happens fairly often and especially when you get geometry from
02:23other software applications, you'll end up with a ridiculous amount of
02:26control points here. That's okay.
02:28We're going to need to change them, but as long as you remember the general
02:31rule, the fewer the points the better.
02:33So, make control points off F11, go back to Edit > Rebuild, select the curve,
02:40and I'm going to use the same numbers as earlier. Degree three.
02:45That's not changing.
02:46It's just the point count that's changing. We'll preview it.
02:49Here's your maximum deviation.
02:50I'm going to hit OK.
02:51Now in these situations-- let me turn the control points back on.
02:56If it deviates too much, not a problem.
02:59There is always a little bit of tweaking involved.
03:01You can push and pull back so that it gets closer to what your wanting, or you
03:06can actually delete the control points whenever needed.
03:08They can be deleted anytime and the curve just gets a little bit simpler.
03:14I'm going to switch over to surfaces.
03:20I have another layer here.
03:21I'm going to turn that on and zoom out.
03:23When you start off with a common primitive, the sphere.
03:30You may not realize this, but it is not degree three by default.
03:34In either of the directions. It is degree two and two.
03:38And I want to prove this by turning on the control points and just dragging them
03:44a little bit, and you can see we have a very sharp seam.
03:47I think the reason for this being degree two is it that it's generated
03:51internally by Rhino as being an arc that is somehow rotated but so an arc is
03:57a degree two curve.
04:00Let's take another sphere I've just built
04:03that is also degree two and two by default.
04:07Place the Edit > Rebuild command to change the degrees. Okay.
04:12We've got now point counts in two directions.
04:15Those are represented by the isocurves.
04:18I'm not sure which is which.
04:19It doesn't really matter.
04:20We are going to keep this symmetrical.
04:21I'm just going to go with six and six for the point count.
04:27Degree in the U and V is three and three.
04:29That looks good. Go ahead and say OK, and you notice the isocurve has changed,
04:35but the real proof here is turning on the control points.
04:38It really had to seam in the earlier one.
04:41I'll nudge these over.
04:44We have no seam here.
04:46All thanks to degree three.
04:47Let's try this again with the Extrude example.
04:51Now this is an odd mixture.
04:53We've got a surface that is degree 1 and 3.
04:55Let's analyze how that could happen.
04:57I'm going to select this curve that generated it.
05:00Turn on the control points and we can see that's obviously a degree curve there.
05:04It's very smooth, but then we extruded it in one direction, which is actually
05:09 a straight line.
05:10So, that is your degree one in that direction.
05:14So, if we wanted to generate maximum editability, we can do a quick rebuild on this as well.
05:19I'll select the surface, Edit > Rebuild, and here you see the differences.
05:26U and V are 3 and 1.
05:28We can change the point count.
05:30Let's just add a few more.
05:34Take a look, and it's pretty close.
05:36I don't see much deviation there.
05:39Hit OK, and that should now be a degree three in both directions.
05:43Now you'll notice that edge looks straight and just like the degree one.
05:48However, it's degree three and can be completely deformed in any direction.
05:52Meaning I can turn on the control points.
05:54I can select one or many and just nudge them up, and it should be
06:02maintaining perfect smoothness.
06:06Okay the final case is a Revolve.
06:08This is another unexpected result from a built- in commands with Rhino. Just like the sphere
06:14was degree 2 and 2, this ends up being degree 2 and 3.
06:18So, we have a seam.
06:19If we turn on the control points, you can already see it.
06:22I've pre-deformed it.
06:24So, if we move those over, that's a problem.
06:28We've got a sharp edge.
06:30We get around this by looking for an option in the command for Revolve.
06:34So, it's under the Surface menu > Revolve.
06:37It's asking for the axis, so this is pretty much the same way we do it.
06:41Usually I'm going to stop right here, and this is where people blow right by and
06:45forget to check the options.
06:48We have the Deformable, and that's something I mentioned earlier.
06:51We are going to select Yes.
06:54Now we can select the beginning and ending.
06:56I just say FullCircle.
06:59The one other option you want to be aware of is the Point count.
07:01That's how many increments around. That's defaulting to 10.
07:06Let's just try eight.
07:08Let's get this selected right on those hyperlinks, type an 8 now.
07:15So, we have Deformable = Yes, Point count = 8, just click FullCircle.
07:20That will prevent you from having to enter the beginning and ending angles.
07:23Okay it looks pretty much the same.
07:26I do see a different number of isocurves.
07:30It looks like it's eight as I requested.
07:31Let's turn those control points on, and zoom above the top, and a little nudging.
07:45And what do you know?
07:46It stays perfectly smooth.
07:48So, if you didn't notice it before, all NURBS surfaces - no matter how simple or
07:52curvy - will have two direction and only two directions.
07:56These can be seen via the surface isocurves, which always cross at 90 degrees,
08:00thus confirming the whole two-direction idea.
08:02So, whenever converting either a curve or surface to another degree,
08:06remember these two commands.
08:08Change degree, which will keep the same number of control points, while the
08:12Rebuild command provides additional options for modifying the number of control points.
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11. File Documentation and Collaboration
Measuring and labeling values on a model using dimensioning
00:00In this video, we will talk about how you can coordinate with other parties
00:04using the Dimension commands.
00:06This method of collaboration works best when dealing with people who don't have
00:09access to 3D software and still require technical information.
00:14So, to access the Dimension commands, we go to the Dimension menu.
00:17They are all located here, but I am going to just open up the toolbar by
00:21right-clicking on a blank area and selecting Dimension and just have these open.
00:26I am also going to go ahead and dock those by dragging, and they pop right into interface.
00:31I am going to take a quick overview by looking at the Perspective view.
00:35And just a heads up.
00:37I have got lots of curves still on this model, in a lot of locations.
00:41These are all used to generate the form, and I have kept them there.
00:44So, this is actually very handy, not only for workflow, where I may need to go
00:48back and regenerate them, but also for dimensioning.
00:50I will be able to snap two points on those curves for the dimensions.
00:54I am also going to go ahead and turn on a lot of the snaps here.
00:59That should be plain.
01:00That's most of them.
01:01That will help me connect two points and then pull the dimensions off of those.
01:05I want to switchback to one of the Perspective viewports.
01:08I think I will start here with the Front view.
01:09And another note is we probably don't need to dimension everything on here, just
01:15a few overalls will be enough to give people the rough idea.
01:18After all, we are modeling this in 3D to high accuracy.
01:22So, when the model is finally complete, we will give them an export of the data.
01:27This is just an interim report.
01:28So, I am going to start up here with the Vertical Dimension.
01:31Now, I can snap to one of these points on the head, and I will snap to
01:37the bottom of the shoe.
01:38This will be a good first overall, and just pull it off to the side.
01:42I will probably do another one on the other side to get the overall height,
01:45including the antennas.
01:49So, it has found the quad and mid.
01:51We can zoom in to make sure, and back out. Any point is fine.
01:57This is just to give people a rough idea.
02:01Now, you are probably noticing that the dimensions are pretty small and it's hard to read.
02:06Let's take a look at where those options are controlled.
02:09I am going to go to the Options, which is yellow gear.
02:14And then under Dimensions, there are a couple of controls here.
02:17We have the overall scale set to a default 1.
02:20Let's just multiply everything by 4.
02:25Additionally, I want to go inside and check one other setting.
02:28I am noticing that the 136.00 is probably more information that people might need,
02:33so I am going to go ahead and lower the Precision from 2 decimal places, just to 1.
02:37You can also do the same thing with the Angle, which we are going to do here very shortly.
02:42So, I will just hit OK.
02:45Notice this will jump larger.
02:47It's actually four times larger, and then we have one less decimal place.
02:52So, it still is accurate as the overall file tolerance, but we can reduce the
02:56perceived tolerance visible in the dimensions by adjusting that one setting.
03:02Let's continue dimensioning, maybe do a Horizontal Dimension here.
03:06To get the size from side to side.
03:12Let's try an Angular Dimension.
03:14Let's move up to the head.
03:17Now, if I were to dimension the angle inside here, we couldn't see it,
03:19because of the 3D geometry.
03:20So, I have drawn a couple of construction lines, so feel free to get creative
03:24and add lines were needed.
03:27So, the dimension for angle is right here.
03:29We can just select these lines pretty much anywhere, and you will see how the
03:36dimension location goes either side.
03:38So, I will just click right there, so it looks good.
03:42Now, let's try some radius dimensions.
03:45That's located here on the toolbar, Radial Dimension.
03:51I am going to start off with the curve there that we pointed out earlier.
03:54And notice that as I am going around the flat parts, the radius would be 0, so
03:59only on the curve do you get the radius dimensions. That's 7 units.
04:03I will try one more.
04:05I am going to right-click to repeat, and pick a curve there on that eye, but you
04:11can pull it out in any direction.
04:13Just line up with the one right before.
04:18Another nice feature of dimensioning is what's called Leaders.
04:22So, we can throw quick notes on there if we want people's attention to be called out.
04:25So, I pick the Leader option there, and I am going to let them know that this is
04:32the latest version of the shoulder.
04:33So, we can continue drawing, but I am just going to draw one more point.
04:38I am going to hold down the Shift key to keep it constraint ortho, and then
04:42right-click when you are done, and then you have an opportunity to type in the text.
04:46So, I will just say Shoulder rev 12, so they know they better stop changing it.
04:56So, with a few key dimensions and/or notes, you will be able to quickly and
05:00efficiently communicate to anyone regarding the size of the project.
05:03You are probably asking yourself, "Hey, you just said the other party does not
05:08have 3D software so how do I share it?'" Well, there is a convenient method for
05:11doing just that with a screen capture, whereby Rhino exports any of the
05:16viewports to a common image format, like JPEG.
05:18We will cover exactly how to do that in the very next lesson.
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Creating screen captures for quick proofs
00:00In this video, I will show you a very cool technique to not only capture your
00:04Screen viewport but also stage the entire scene from maximum effect and more
00:09efficient communication. So, don't worry.
00:11This is more about art and impact than it is about learning any new technical
00:14commands or procedures.
00:17First off, I want you to make sure we are in an appropriate and logical stage in
00:20which to share the design.
00:22So, I am going to go ahead and maximize the Perspective view.
00:25What we are about to do is going to significantly increase your file size, so I
00:30suggest you make an additional layer, and we're going to call it copy.
00:33I have already got it set up there.
00:34Now, I am going to do a couple of short steps here.
00:38I am going to just select everything.
00:40I am going to copy that data with Ctrl+C. It's a lot of stuff, so sometimes you
00:46have to wait a little bit, depending on the model. Ctrl+V to Paste.
00:50Once it blinks, that usually means it's done.
00:53Now, we have two copies on top of each other, so carefully, without deselecting,
00:57I am going to hit Ctrl+G to group them together, just the new stuff.
01:01And then I am going to take that group and we can just drag it over.
01:04So, I have got two copies of the same robot.
01:09Let's switch over to the Top view and make another change.
01:11I am going to place this copy on to the copy layer, just to avoid any problems.
01:22Now, I am going to go ahead and rotate this copy robot.
01:26You can pick any point inside of them.
01:28It's not that critical, and then I am just going to type in the command line
01:31180, to flip him around.
01:35Maybe scoot him up, not quite back to back, and a little offset.
01:38You will see why here in a second.
01:39I am going to go back to Perspective viewport.
01:44So, here is the general idea.
01:45We are going to be documenting the model and its progress by seeing copies of
01:51two different views.
01:52So, we get the idea of how all the design looks from almost every angle.
01:57Now, before we do a screen capture, there's several things we definitely
02:00would want to change.
02:01Right now, we have kind of a light gray background.
02:04We have a grid that's kind of in the way, and a few other things.
02:07So, let's go through four steps.
02:09A lot of times layers will be multiple colors.
02:12For example, that copy layer might have been bright green. That would be bad.
02:16We want to have everything if possible just be black.
02:18This would give people a neutral view of the model, so they can focus on the
02:22design and not be distracted by layers or colors.
02:24The next step is I am going to make sure our camera here, which is a perspective
02:29camera, is a little bit on the wide angle side.
02:33So, the place we check is by right-clicking on the viewport.
02:36Last option is Viewport Properties, and here's the default lens size.
02:42It's 50 millimeters.
02:43That's kind of a neutral lens.
02:44We are going to exaggerate this just a bit by typing in 30 and hit OK.
02:47Now, it looks like we jumped back.
02:51Actually, we didn't jump back.
02:52We just got a wider angle.
02:53I am going to turn the grid off.
02:56The shortcut for that is F7.
02:59Get that out of the way.
03:02Finally, you want to get the background color to be white, so that when we place
03:06this on the document, we don't see a big square rectangle around the objects
03:10we are supposed to be focused on.
03:11So, we are going to check on the tools options or click on the yellow gear.
03:18Under the Appearance > Colors, we have Viewport. Background.
03:23That's the medium gray we are looking at right now.
03:24So, let's click on that swatch and select white.
03:27I am going to maximize this perspective.
03:34I usually like to get somewhere about mid-height on the project.
03:39So, we are looking up at the top and down at the bottom, usually more dramatic.
03:45That's not quite as interesting.
03:47So, zoom in, rotate as needed.
03:50Now we are ready to capture.
03:53So, we do this by right-clicking on the viewport label and this works for any
03:57viewport, by the way.
03:59Select Capture > To File.
04:01I am going to call mine capture 02.
04:04So, we have now made a snapshot of the entire screen viewport, and we will be
04:13able to bring that into another document or just send it as is via e-mail.
04:18Switch over to Word and take a look.
04:21Here we are in Word.
04:22This is an earlier screen viewport capture, and we will pop the new one in right
04:27here at the top, and then kind of compare and contrast.
04:30So, I am going to select the Picture > Insert, capture 02, scale this down a bit,
04:37and check the wrapping.
04:39So, now you can see the difference.
04:44We have got this very clean image, which we can then crop further, expand or shrink.
04:50You can put some text next to it.
04:52So, the focus really is on the object with any nodes and compare that to another
04:58screen capture, with all the defaults. Not nearly as compelling.
05:02So, with the Rhino Screen Capture command, you can now collaborate with
05:05colleagues or just show off your Rhino modeling and robot designing skills with anyone.
05:10Just follow these four short steps, and you will be able to tell a more
05:12compelling story in a few pictures.
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Creating 2D views of a 3D model
00:00In this video, we'll continue with a new technique for sharing and
00:03collaborating with others.
00:05This interesting command is called Make 2-D, and it's closely related to dimensioning.
00:10This might be considered overly technical and borderline unnecessary, but
00:13sometimes you will be asked to generate a set of 2D layouts or blueprints.
00:17If that's the case, you'll love how this works.
00:19The Make 2-D command is located on the Dimension menu right here towards the bottom.
00:25We are going to select everything in this scene and we just draw box around
00:30all the objects, right-click.
00:33Now there is a lot of options here.
00:35I am going to recommend you just stick with the standard 4 View.
00:39I am going to turn off all these other options, and it's going to generate some new layers.
00:43So, I am just going to go with the defaults here.
00:45Now, this also will take a bit of time to calculate.
00:48It's going to generate a Top view, a Front view and a Side view as well as a Perspective.
00:55Since that's the case, you want to make sure that your Perspective view is
00:59exactly what you would want to export and share with others.
01:01So, I am just kind of move around and get a nice representative angle.
01:05I definitely don't want to be straight on because that's covered by the Front
01:08viewport, likewise on the sides.
01:10So, this is called the 3 quarters perspective.
01:12I like to look somewhere around the middle of the object so let's just select all,
01:17that's Ctrl+A, go back to the Dimension > Make 2-D, and accept these
01:23defaults we've just discussed.
01:25This will take a while, so we'll cut into the completion. Okay.
01:31This is a pretty fast computer.
01:33It only took a few minutes.
01:34So, your results may vary.
01:37We've got these curves generated.
01:39Note that they are on their own layer.
01:41Over here, we've got a brand new one called Make2D visible.
01:43I am just going to click somewhere to turn off the highlights, and let's check these out.
01:50These are extremely accurate.
01:51For example, I could actually put dimensions on here.
01:54I am going to do one quick one just to show you.
01:56I will just dimension from the width of the robot's head and there.
02:04So, you get total precision.
02:06However, there may be occasional gaps.
02:10You'll see that right here off the bat there is no arc around there.
02:14You don't have the eyeballs and then on the Perspective view generated--
02:19That's why we posed it.
02:20We are not seeing a lot of the surface intersections. For example, I am going to
02:24select this and zoom in a bit so you can see it.
02:29There is an intersection between this collar and top of the torso and
02:33nothing appeared there.
02:35That makes sense, because in the 3D model they actually go through each other.
02:38There is not a curve there or an edge.
02:40So, I am going to show a little hack or two that will fix some of these problems.
02:44I am going to do it one more time.
02:46Another little tip though is if the item is missing are minor, you can go ahead
02:50and just manually connect the couple of lines.
02:53It's probably an easier way to go.
02:55So, I am just drawing a little polyline, snap, snap.
03:00Go back to the original model.
03:01We will start off with the last one I mentioned, and that's the intersection
03:06between the neck and torso.
03:09I am going to select both of those and introduce a new command here.
03:12This is called a Curve From Objects, generates an intersection.
03:18So, I have already got them both selected and here is the result.
03:21Now we'll get an actual curve there.
03:23This is for visual reference only.
03:26This is not needed for modeling or any other reason, but a lot of times it will
03:30help the screen captures or this command work better.
03:32So, I am going to go ahead and do with maybe the antenna and the head.
03:37Let me go up here and right-click, and repeat it, and maybe the eyes.
03:44I'll actually pick all three of these objects and the head, both eyes and the head.
03:48That's three, right-click, Intersection.
03:54Finally, the last hack I'll mention.
03:55If the Front view didn't really capture those corners there.
03:59So, I am going to take this curve and make a copy of it Ctrl+C and then paste,
04:05Ctrl+V, and just scoot that forward a little bit.
04:09I want to make sure it's not hidden or buried.
04:11So, from the Front view, I get that to show up right there on the edge.
04:16Finally, I have one more intersection I want to make sure shows up.
04:22I am going to pick both of legs and both feet, right-click, and
04:27select Intersection, okay.
04:31Now I am going to go ahead and get rid of that prior Make 2-D command.
04:35So, instead of selecting everything, I am just going to go ahead and Delete that layer.
04:45There is a couple of lines.
04:46I am going to get rid of those as well.
04:47I'll re-pose, looks good.
04:56Ctrl+A to select, go to Dimension > Make2-D, and we will be back when this is finished.
05:07All right. We are back.
05:08We have got the improvements done.
05:11Let's check them out first on the Perspective.
05:14So, here we can see some of the intersections that I generated earlier on the
05:18neck and on the feet.
05:20So, that's a big improvement there.
05:22However, this is not perfect.
05:23So, you are going to have to probably do some additional tweaking.
05:26I did get the eyes though so that was kind of nice.
05:28You can calculate the radius and just do a quick fillet.
05:32Now the final step here would be to export this information to
05:36another application.
05:37For example, Illustrator or a drafting program like AutoCAD.
05:40One word of advice, make sure you are in the Top viewport when you do that.
05:44Also, the quickest way to get into trouble is select some 3D
05:50geometry accidentally.
05:52So, you definitely don't want to do that.
05:54So, I just want to select all these objects that I've just generated.
05:58What you can also do, by right- clicking on the Make2D visible layer, select
06:03those objects and go to File > Export Selected, and you have an option here for Illustrator.
06:12I am not going to give it a name, but that would be the process.
06:18So, once again, make sure you are in the Top view, because Illustrator does not
06:22understand perspective angles.
06:24That will cause a corruption.
06:25Also, don't pick any 3D geometry.
06:27That will cause the same problem.
06:29So, to make 2D drawings, not for everyday use, to be sure, but if needed, it's
06:33an enormous time-saver.
06:34Even if your final goal is only a few rendered images or prototypes, I would
06:38still recommend generating these views with the view dimensions as supporting
06:41material for your documentation.
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Rendering a project
00:00In this video, we'll raise the bar a bit with our visuals and generate our first rendering.
00:05Keep in mind renderings can take a long time to set up and dozens of tests to get just right.
00:11No matter how experienced you'll get, you still spend a ton of time testing,
00:14tweaking, then retesting and retweaking etc.
00:18So, in interests of time, I've already assembled most of the scene.
00:21I will start off by going to the Perspective viewport.
00:25Here is our robot primary.
00:27I've made some additional copies, so I'm going to turn that layer on right now.
00:31So, briefly I want to discuss just the staging. These were copies that were
00:36then been grouped together to keep the geometry together and then just moved and/or rotated.
00:41One of my philosophies here is it's very difficult to make a single object very
00:46interesting, so I've got a combination analogy and bad joke.
00:49While comparing it to painting when you have a still life, it's pretty unusual
00:54to see just one fruit or one vegetable.
00:57Typically, you'll have multiples together, so this is a great opportunity to add
01:00interest to the scene by having copies and also rotating them around so you can
01:04get different views and different angles.
01:06It's a great little trick.
01:09Additionally, we have the backdrop.
01:10I'm going to turn that layer on now. Pan it out here.
01:14This is just a curve that has been extruded.
01:18So, we want to make sure that it goes underneath the objects and then up out
01:21of the viewport, so we have a nice clean environment, much like a photography studio.
01:26Finally, we have some lights.
01:28I'll turn that layer on now and if you go to the Top view, you can see we've got
01:32all three of rectangular lights.
01:34We've got one on the top. That's usually the biggest, with a gentle glow.
01:39I've got it about three times the height of the characters.
01:43One in Front. That would be the key light and then a little bit of fill light so
01:48that it gets no dark shadows along the edges.
01:51Key lights usually are about double or triple of the fill light.
01:55I want to make a quick light for you.
01:58We'd go up to the Render menu > Create Rectangular Light.
02:02Instead of multiple steps of clicking, just make a quick one here in Right viewport.
02:06So, I'm going to find a rectangle, and typically, you want to hold down the
02:09Shift key and then hit the other edge.
02:13That typically also it comes out on the origin, so it will take some maneuvering
02:18to get it into the scene and at the right angle.
02:21I'm keeping this simple. The three that I'm going to keep here are just every 90
02:25degrees and since the light is coming out pretty much from all directions on
02:29these lights you don't have to worry about the exact angle.
02:32I will get rid of that last one.
02:34One thing also to check is the camera.
02:38By default, Rhino will start the Perspective viewport at around 50 millimeters.
02:42That's kind of a neutral lens.
02:44I'd like to exaggerate the Perspective a bit.
02:46So, I'm going to right-click on the viewport and go to Viewport Properties and
02:50switch that lens to about 30, so it's going to be a little bit more wide angle.
02:53And notice it looks like the camera jumps back.
02:57It actually has got wider, so I'm going to have zoom back in a bit. Okay.
03:03Let's check some of our options.
03:05We're going to go to the tools and check under Rhino Render. The defaults here
03:11typically go to the viewport size, so I'm going to make a change to that.
03:14I want to pick a custom size.
03:17I'm going to type in 900x600.
03:21It gives us a nice widescreen look, with a ratio of 1 1/2:1 width to height.
03:27I'm going to go ahead and just leave the Antialiasing by default. Briefly the
03:31ambient light is just the color of light in the room.
03:34If it's black, it's none.
03:37The background we're not going to even see.
03:38We've got this backdrop, and I'm just going to go ahead and leave all
03:41these options checked.
03:42We'll see how it looks, and then we'll adjust them later if needed.
03:45I'm going to go ahead and say OK.
03:47Now the rendering will be on whatever viewport is selected.
03:52So, make sure you've got the Perspective selected and then click on this icon
03:56here to start the render.
03:58We'll probably cut back here
04:00as soon as it's completed.
04:06All right. The rendering is complete, and it will take a bit of time.
04:09It all depends on the complexity of your scene, as well as your computer power.
04:13So, looking at the rendering I'm noticing right off the bat a couple of things
04:17we definitely want to fix.
04:18First of all, the backdrop should be continuously and we shouldn't be able to
04:22see the background anywhere, so we'll have to scoot that over.
04:25The other thing I'm noticing is we've got the isocurves showing up.
04:29This is supposed to be a rendering on the screen capture.
04:31It does look kind of cool so you may want to keep this option for some renders.
04:34I want to remember to turn that off when we revisit the options.
04:38And then also if these isocurves weren't here, I'm noticing that the highlights
04:43or the reflections in some areas are just blowing out.
04:46We probably won't be able to see the edge of this robot at all.
04:48He is so close to background color.
04:50So, we need to adjust the materials.
04:52One thing to note, without assigning any materials, everything is pretty
04:56much default white and in that case it will just blow out any lights in the scene.
05:01Okay. So, I'm going to close this rendering and start on the fixes.
05:07First of all, let's get the backdrop scooted over.
05:10So, I'm just going to use the nudge key to scoot that over so we don't see any of it.
05:17I'll just drag it from one of the other viewports, and I might need to rotate
05:31the camera just a little bit of pull in. Next up,
05:39let's fix the materials.
05:41I'm going to select some of the geometry here.
05:43I want to pick all of the robots.
05:46We can do that by right-clicking on the layer that's currently on and select the
05:50objects and then go to the copy layer and select those objects.
05:54So, now all of them have been selected.
05:56Now, we'll go to the Properties menu here.
05:59These items are all selected.
06:01I want to go down to Material.
06:04We're going to select the Basic material here.
06:07So, the default may be different on your screen.
06:09We'll click on color.
06:10Here's the white I mentioned, which is basically no material assigned.
06:15And with the color wheel, I'm going to pick up a medium gray, but just to be totally accurate,
06:20I'm going to type in 128.
06:24This is halfway to 255, which will give us a perfect 50% gray.
06:29Okay, so the robots and the material changed.
06:33We can now switch to the Rendered view, giving it a little bit of a
06:36real-time preview here.
06:37So, you can kind of see the material color and a little bit of lighting, not the
06:41final but just a little bit.
06:42I'm going to select the backdrop and fix its material.
06:47It's also got kind of a white default, which means none and we'll just pick kind
06:51of a light gray there.
06:52That should be fine.
06:54Just a word of warning. You don't have any colors in the rendering close to zero or close to 255.
07:00Those are just unnatural.
07:01So, I would stay away from 0 and select somewhat between 20 and 30 and likewise
07:07stay away from 255 and be around 230, 235, hit OK.
07:13Now let's go back to the settings and check those, right before we start the next render.
07:16Okay, so I'm going to up the Antialiasing.
07:20I noticed some of the edges were a little bit jaggy, and then I'm going to turn
07:24off all these options.
07:26We don't really need the curves, or any text, or any edges. Okay.
07:29So, it's always good to do a double- check here before we start the rendering,
07:32since it's a bit of a time investment.
07:34So, we've got 900x600, with the Perspective viewport still active, we're uping
07:40in the Antialiasing, which is the edge, and then all those options have been adjusted.
07:46Notice that the isocurves are not showing anymore, so this update is fairly
07:50accurate although not final quality.
07:52I'll go ahead and start the Render button. Okay.
07:58The render is complete, and let's take a look.
08:01I see a bunch of improvements along the edges that was fixed by the aliasing.
08:07The material is now really popping out, and the backdrop has no gaps.
08:11One note here. If you like this, and it's ready to share or display, you can
08:16go ahead and save it.
08:17So, make sure you do the Save As command.
08:19This render will not be saved with the Rhino file.
08:21When you open it back up, you'll always have to regenerate the rendering if you didn't.
08:25So, save it as a JPEG or your favorite file format.
08:29For additional practice, I highly recommend continuing to work on this scene.
08:32I might move the camera some more and then focus on the materials, such as
08:35adding colors and reflectivity to further enhance the realism.
08:39The use of 3D rendering can be a powerful sales tool for any idea or product and
08:44skill in this area is extremely valuable.
08:46However, the built-in render capabilities of Rhino are nowhere near some of
08:49third-party plug-ins.
08:51My personal favorite is called V-Ray for Rhino and is produced by ASGVIS.com.
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12. Prototyping
Preparing a model for prototyping by confirming that all gaps are closed
00:00In this video, we are hopefully 100% complete with our design and modeling work,
00:04and ready to export for prototyping.
00:07Now, a prototype is a three-dimensional printout, which is to say a physical and
00:11real-world part you can hold in your hand.
00:13The prototype is typically fabricated with a high-tech machine, which uses your
00:173D data exported from Rhino.
00:19As soon as you've built your model carefully, cleanly and accurately, you might
00:24be the one person who never needs these strategies.
00:26But for everyone else, I've developed a series of quality checks and fixes that
00:30can make this somewhat stressful stage much easier.
00:34Now as a reminder, the key for any prototyping process is to export a closed solid.
00:39We're going to focus on the arms.
00:41I'm going to turn off the robot layer.
00:42I zoom in here, and upon first glance, it looks closed, complete and finished,
00:48but that's actually no guarantee.
00:50So, let's try a quick check of the volume, which will tell us right off the bat
00:55if there is any openings anywhere on this model.
00:57I'm going to Analyze > Mass Properties > Volume.
01:02Select the entire arm, right-click, and unfortunately, this is telling me that
01:07it's not closed, because otherwise it would just give me a number of the volume.
01:11So, let's just go OK, and it will give you an estimate.
01:14It'll try to assume that if there is a tiny opening, it's closed there and give
01:18you a rough volume measurement.
01:19We can see that up here in the command line.
01:21Let's do a quick inspection. Oh!
01:25I see one problem right off the bat.
01:27We've got an opening here on this shoulder pin.
01:30Okay, pretty easy to fix that, assuming this is a flat plane, which it looks
01:35like since that was probably an extrusion.
01:37Let's go to Surface menu and one of my favorite commands, Planar Curves.
01:42Whether or not there is a curve there, we can use the edge, so I'm just going to
01:44select it, right-click to accept and we've attached the surface there.
01:50The next step is just to join it.
01:52This is as simple as picking the new surface, the rest of the model and just
01:55doing the little puzzle piece here.
01:58That's the Join or Ctrl+J would be the shortcut.
02:00Okay, now you can also check on the Status Line, instead of running that command
02:05again, and it says it's still an open polysurface.
02:09So, that's another little tip that you might need to continue working.
02:13So, I'm not going to do the Volume this time.
02:16I'm going to try another advanced command, which will tell us exactly where
02:19the problem might be.
02:20So, we find this command under the Surface menu.
02:24It's under the Edge Tools, and we're going to Show all edges.
02:28So, I'm going to pick this object, Enter.
02:32Now it looks like everything is lighting up, but that's because the default
02:35typically is to show all the edges.
02:37That's kind of where we'd expect them to be.
02:38However, we're concerned about naked edges, and that just means edges that are not joined.
02:43So, when I switch over to there and also check the command line, we
02:47notice that 188 of those edges are gone.
02:50We turn that off, and only two naked edges remain.
02:53So, that is pretty good news.
02:54We always hope for zero, but two is pretty low.
02:57Here is a problem right off the bat.
02:59We can see that this surface or actually polysurface wasn't joined to the
03:04polysurface next to it. I can close that.
03:08That's another simple operation.
03:09I'm going to select the two polysurfaces. Ctrl+J to Join.
03:14Now, it says it's still one open polysurface.
03:17We've got some more edges to go check out.
03:20Hopefully, we're getting close.
03:21Let's repeat the Surface > Edge Tools > Show Edges.
03:27Select the object, and there is the interesting situation.
03:32I'm going to go ahead and zoom in here a bit.
03:33I select that surface and then do Zoom Selected.
03:37This is a common problem.
03:41We have a gap there.
03:43It looks like it's joined on three quarters of the circle here.
03:47It's just somehow peeled apart, probably because we've got a little bit sloppy,
03:52or didn't notice that.
03:53So, we definitely have to close that up.
03:56Fortunately, there is a command exactly for just such situations, and it's on
04:01the same menu, Surface > Edge tools > Join 2 Naked Edges.
04:06I'm going to select these two edges on opposite sides and this feedback will
04:13tell you hey, they are about 0.04 units apart.
04:16That's just in case that they are a lot farther apart, then you feel comfortable
04:20with your tolerance.
04:21In those situations, you don't want to go ahead and join it.
04:23You might want to just remove one of the surfaces and rebuild it much cleaner.
04:27I'm going to go ahead and say Yes.
04:29So, it looks like those two edges are now merged together.
04:33Let me go back to our Volume check here. We can close this.
04:41Select the object, Analyze > Mass Properties > Volume. Bingo!
04:48We have a number.
04:49We have no warning, essentially saying to us that it's a one completely closed
04:54polysurface, otherwise known as a solid and ready for export.
04:57So, there are a few basic strategies to verify.
05:00You have a closed solid, find openings, and finally, join or close them together.
05:04Of course, these are problems that can be eliminated 99.9% of the time by
05:09building clean curves using Osnaps to make sure they connect and then generating
05:13clean surfaces from those clean curves.
Collapse this transcript
Using the "shelling" technique to create wall thickness
00:01In this video, we'll focus on creating wall thicknesses, which is also called shelling.
00:05Whether you're in prototyping or manufacturing, a big concern is maintaining a
00:08uniform wall thickness.
00:10But up until this point, we've focused all of our efforts on design, form,
00:14proportion, and generally making something cool, but now it's time to make it real.
00:19This process of shelling can get quite tricky.
00:22There can be as many shelling strategies as there are designers and designs.
00:26However, I've picked the shoe as a representative sample, so we can review a
00:30few common strategies.
00:31Now notice that I've made an additional copy here.
00:34That's always a good idea when exploring a new direction.
00:38So, I'm going to work on that and leave these alone, just in case something goes wrong.
00:42I have the originals as backup copies.
00:46Turn off the robot layer.
00:47I'm going to zoom in here on the shoe.
00:51Now we'll notice that if we flip it over, it's all joined together.
00:56It also has no wall thickness.
00:58We can identify that by this has a single surface.
01:02It's defining a perimeter.
01:03It's also open on the bottom, another major problem.
01:06It's currently joined.
01:07Let's go ahead and explode all of those pieces, so we can work on them more easily.
01:12Tip number one here.
01:13I would leave the bottom edge open until the very last.
01:17Tip number two is we're going to work on the outside and inside separately,
01:21because it can get quite confusing.
01:24Tip number three is we're going to do some Offset Surface commands to get
01:28those wall thicknesses.
01:29I'm going to start with this primary curved surface here.
01:33So, I'm going to Surface > Offset Surface.
01:36Now these surface normals are pointing in the wrong direction.
01:40I'm going to offset to the interior, so I'm just going to click to flip them inwards.
01:45You have an opportunity to change the dimension.
01:49I just so happen to want to offset at one, so I'm going to leave the default,
01:52and I'm going to right-click to accept.
01:55So, we've made the first interior surface there.
01:59Let's get the wall thicknesses on the two ends.
02:02We'll notice that these are perfectly flat.
02:04So, we can do the Offset command, or we can just copy them and move them.
02:08It all depends on the model.
02:09I'll try it both ways.
02:10Let's go to Surface > Offset Surface.
02:12I'm going to go in, looks like the unit is still set to 1.
02:17So, I'm going to right-click and we'll look inside there.
02:21It worked as expected.
02:23Now we'll just do the copy-paste on this edge. Ctrl+C to copy, Ctrl+V to paste.
02:29I'll just use my Nudge to move it in one unit, and I'll verify all this one
02:36more time.
02:38So, here are the roughed out interior walls.
02:42We're not going to worry about that perimeter edge.
02:44We can do that at the very last.
02:45Now I mentioned we're going to break this apart at least visually, so we're
02:50only going to work on the outside or the inside one at a time.
02:53So, right now, I'm going to pick the outside surfaces and we're just going to hide them.
03:04So, you've got the inside there, so I'm going to use Ctrl to deselect and then
03:09Shift to add the top.
03:12Hide command is this light bulb icon here, or you can use Ctrl+H and get rid
03:17of it just for a little while.
03:19Any longer than that, I typically would move those entities to another layer and turn it off.
03:24So, plan here is to trim these to each other.
03:27You're probably noticing well, how to trim them to each other?
03:29They don't intersect.
03:31So, we're going to go ahead and just scale these up a bit.
03:34It's not going to be critical as long as this face maintains the same
03:36position and orientation.
03:38We can scale it up and down.
03:39Then the trimming will be that much easier.
03:41We'll go to the Scale tool. Select the face.
03:44I'm going to snap here to the Midpoint, so that is an edge even though there is
03:50no curve there, and just start and scale it out. Doesn't matter.
03:56We just want to make sure we go well past.
03:58The same thing on the other side, right- click to repeat, Midpoint, snap on the end,
04:05 and make sure it's really easy to stop short, no charge for extra scaling,
04:12make it bigger than needed.
04:14Another item here you're probably noticing is, well, how do I trim these to
04:17each other? There is an exact overlap here.
04:19So, what we're going to do is we're going to slice the bottom, so that we have a
04:24uniform bottom edge.
04:26That is the same and then the trimming will work.
04:27So, I'm going to switch over to the Front viewport, and you can see right off
04:32the bat, by virtue of those offsets, we've come out at 90 degrees and things
04:38kind of undulate up and down.
04:40So, this is another one of my tips.
04:42Whenever you have a surface that's getting a little complicated, always make
04:44it bigger than needed.
04:45Then feel free to just trim it back, and then you have to maintain a
04:48perfectly clean edge.
04:49So, I'm going to just draw a quick straight line here.
04:54Hold down the Ortho or Shift key, make it la ot bigger, and that's probably too much trimming.
04:58So, I'm going to scoot that down with a couple of Nudges.
05:02That should do the trick.
05:04In most situations, a curve can trim a surface if both are fairly clean.
05:09Otherwise the backup plan would be to take that curve and extrude it straight and
05:14then trim with a plane, but let's give it a shot.
05:16So, I'm going to use Trim command here.
05:19Cutting objects is the curve, accept, and let's see if we can get lucky.
05:23I'm going to trim some of these surfaces. First one worked.
05:26Here's the back plane and here is the shell. That's curved.
05:31Picked the wrong side. Ctrl+Z to undo.
05:35This is where it gets little tricky.
05:36You might want to zoom in, make sure you're picking the right part. There, got it.
05:40I've another one over here as well.
05:45The purpose of that is that they now share a bottom edge, and they can be
05:50trimmed to each other.
05:51I'm going to show you a technique. Instead of just trimming them apart,
05:55sometimes it's a good idea to do a Split.
05:58You can verify that both shapes will trim to each other first, instead of
06:02trimming one and having the second one fail.
06:04It's a great way to have the built-in backup plan.
06:06So, objects to split, I'm going to pick a curved shell, Enter and then use these
06:12two as the cutting objects.
06:14So, I just want to verify that those broke off.
06:19If they didn't, I could use other parts.
06:22So, that's the built-in backup plan. So, they worked.
06:25Let's split again.
06:26I'm going to split this face, Enter.
06:30Now I can pick either side if there is any problem or both sides.
06:33I'll just pick this larger side, Enter, looks like that worked.
06:41Let's repeat it for over here, cutting objects, shell. Okay.
06:48Once the Split Split technique has worked, next up is the stage called just
06:53throw away the garbage, pick the extra pieces we don't need.
06:56Don't forget, we're still working on the inside here.
06:59That's the reason I turned the outside off.
07:01It would be very confusing if everything was upside down or inside out.
07:06Let's unhide the exterior. There it is.
07:08Let's take a look at how things are coming along here.
07:11So, we have a nice clean interior shell there.
07:17We do have to close off that wall thickness.
07:20Let's flip over to the Front view here, and let's switch viewports.
07:25Notice that it is longer and extended beyond the inside shell.
07:30So, that's why we'll use this to trim one more time.
07:32So, hopefully, everything will trim out.
07:37I'm going to zoom in just to avoid any problems.
07:55They should now share a common flat bottom. It looks like we missed one edge.
08:01We'll go back and do that - this happens a lot - because we're seeing them
08:04straight on.
08:10Easy to miss. Back to Perspective, and this is why I like working in the Perspective viewport
08:14as much as possible.
08:15It's an opportunity to constantly inspect the surface and catch mistakes as they crop up.
08:20So, that looks pretty clean.
08:22So, all we have to do now is cap this.
08:24Unfortunately, we can't use the Cap Solid command, because these two surfaces
08:27are no longer connected.
08:29They're completely separate.
08:30They don't touch anywhere.
08:31However, we can join all the pieces together pretty easily.
08:34So, I'm just going to select all these objects.
08:38I'm going to hit Ctrl+J for Join. Let's take a look.
08:43Inside shell all joined, outside all joined.
08:48So, now we're going to use this cutter to create a surface, and that will
08:51be used to cap those.
08:52Again, we can't use the Solid Cap command because they're not touching anywhere.
08:58We'll just do a simple Surface > Extrude.
09:02This happens a lot too- especially when we're working with Perspective,
09:04it goes the wrong way.
09:06That's because it typically goes perpendicular to the construction plane unless
09:09the curve is rotated. Not a problem.
09:12We just say new direction by clicking this option and all it's asking here is
09:17just for two points.
09:18I'm going to click there.
09:19Holding down Shift, pick the second point in the direction we want to create the
09:23Extrude, selected the BothSides, Yes, and make it way bigger than needed.
09:30Now we have a flat cap just about ready to split or trim.
09:34Let's start the Split command.
09:38Objects to split will be this flat plane, Enter, and we'll select the two surfaces.
09:44Don't forget, you have to get the interior.
09:45The outside will light up first.
09:47There is the inside, hit Enter.
09:51If everything is going as planned, it'll tell you one surface was split into three pieces.
09:56That's actually a good visual check.
09:57Let me zoom over here and notice we have an outside and inside and that lip.
10:02That's the three pieces.
10:04So, again, we can throw away the garbage. It looks good.
10:09We still have to join them.
10:11So, here is the new edge inside plus outside.
10:15I'm doing Shift, add, Ctrl+J or Join, cross your fingers, and this is the-- hallelujah!
10:24Command line prompt.
10:25X number of surfaces or polysurfaces joined into one closed polysurface.
10:31So, that would be ready to prototype.
10:33It's clean and it's closed.
10:36So, there you have at least one way to shell a robot shoe.
10:39These few tips will hopefully get most of your shelling needs streamlined, but
10:42it's also worth noting that some smaller thin parts may not need shelling as
10:47they sometimes can be built solid.
10:49With that in mind, we'll tackle the arm next and prepare it for
10:51prototyping exporting.
Collapse this transcript
Exporting to the STL format for 3D printing
00:00In this video, we'll take our robot arm and review the steps required to send
00:03out a file for prototyping.
00:06Our goal is to export the 3D data to a file format called STL, which stands
00:10for Stereolithography.
00:12This term is used for both the machine and the process.
00:15This is a very cool machine.
00:17It will build your model using a laser and liquid resin.
00:20A quick recap, a NURBS model is by definition very smooth.
00:24This is great to edit and design and visualize, but it's not intended for prototyping.
00:30Instead, we're going to create a polygonal mesh and then save that mesh in
00:34the STL file format.
00:36Now Rhino has a direct way to do this via the File > Export Selected, which will
00:42generate a mesh and export it, but I feel that you lose too much control.
00:46So, I'm going to add one extra step.
00:48We'll kind of do a quality control, review the geometry before it goes out and
00:53then save it, of course, if it passes the test.
00:56Let's turn off the robot. Focus on the arm.
01:02Now another reminder here.
01:03We've already verified that this entire model is closed and clean via some of
01:08the strategies discussed earlier. Okay.
01:11Let's take a visit to a brand- new menu. It's called Mesh.
01:14There are lots of options here.
01:15We're going to just pick the first one available. Mesh > From NURBS Object.
01:20We're going to select this entire object here, right-click and switch over to
01:24Simple Controls, which is usually the default.
01:27So, this process, just to make it a little more clear to understand, I'm
01:30going to crank it down.
01:31We can do a preview.
01:33Sometimes, it's hard to tell what's going on because this mesh is generated
01:37right on top of the NURBS object.
01:39I'm going to leave it as acceptable and hit OK.
01:43Now to analyze this, we're going to have to select the mesh.
01:46I'm just going to nudge it over a few places and we'll take a look at what we got.
01:51Right off the bat, you can probably tell that's not what we're wanting to do here.
01:55This has got a lot of large facets.
01:57There are also some problem areas here as circle is turned into a square.
02:04We've got all sorts of pinching and puckering all over the place, but this is
02:08good to check out the difference between a NURBS surface and a polygonal mesh.
02:16This is not all that editable.
02:18In fact, we probably wouldn't want to touch it.
02:19However, you can't turn control points on, as you can quickly see,
02:25there is nothing you'd want to mess with.
02:29So, we're going to go ahead and turn the control points off, delete it.
02:31We're going to do this one more time in higher setting.
02:34So, I'm going to select the object one more time.
02:36Go to Mesh > From NURBS.
02:38We're going to go quite a bit higher to the opposite end.
02:42Check the Preview button.
02:44This is actually looking much better.
02:45I'm going to go a little bit further.
02:46I'm going to select the mesh.
02:51I'm going to nudge it over for inspection.
02:53I'm going to use the Zoom Selected button here.
02:57Now we can see that this is much more round.
02:59You don't have any pinching on these interior spots.
03:04That's still round, to have--- nope!
03:07That looks pretty good.
03:08So, the question always arises, how dense should I make the mesh?
03:12Well, if it's going to appear solid black in your viewport, that's too dense.
03:16At some point, you've got to remember that the tolerance of the machinery, the
03:19Stereolithography machine, it can only builds things to a certain size.
03:22If you've way below that, you're just doing unnecessary detail that it cannot capture.
03:29Let's say that this has passed the inspection.
03:31I'm going to mention one more thing, just in case there were any problem areas.
03:35This is where you'd catch that.
03:36Occasionally, we'll see surfaces or polygons flipped, turned inside out, or just missing.
03:42So, that's your opportunity to fix that file, in which case, I recommend just
03:46throwing this whole mesh away and addressing whatever part was causing the
03:51problems, and then just building the mesh one more time.
03:54It's ready for export.
03:55I'm going to select.
03:56I'm going over to the File > Export Selected option. Call this the robo arm.
04:06One great thing about Rhino is it has got a million formats you can export to.
04:10For this, we're going to pick Stereolithography, go ahead and click Save.
04:14I'm just going to accept the defaults here.
04:17So, if I were to skip these steps of generating the mesh and reviewing and
04:22regenerating, I might have missed some error, because what happens is that
04:25mesh would get exported all in one step, and I'd be left just with this NURBS surface.
04:30Any problems would be in an external file that I might not catch, and that could
04:34be a potential problem if you're on a tight deadline.
04:36I'm going to jump over to the folder and do another couple of recommended steps.
04:43Here is my exports folder.
04:44Here is the Rhino file.
04:46Notice the size gets considerably smaller.
04:48That's because the polygons don't have that much data.
04:50It's a lot of points, yes, but since it's no longer editable, it does tend to be
04:54quite a bit smaller.
04:56However, this is a critical step I'm going to mention.
04:58I'm going to go ahead and ZIP this.
05:00If you're going to send this out to a prototype service bureau, you can
05:03potentially have errors creeping into the data.
05:05So, it wouldn't make a difference on most file formats, but this you might
05:09actually have a seam open up or have a problem which would prevent it from
05:13being built at all.
05:15So, it's simple to solve just by compressing it into a ZIP format.
05:19Notice the file sizes get considerably smaller each step.
05:23So, this is almost 7 megabyte Rhino file
05:25is under 1 megabyte.
05:27It's a third of that size when we ZIP it.
05:29So, that is ready to be sent out.
05:33So, here is the custom robot arm we just finished modeling and exporting.
05:37For something of this size and complexity, the service bureau would print it
05:40out within a few days.
05:41Parts like this will be used for testing or reviews prior to manufacturing.
05:45However, many prototype parts do not get manufactured.
05:48They're used to find problems before a million parts are made or just to make a
05:51single custom paperweight for your desk.
Collapse this transcript
Conclusion
Goodbye
00:00Well, that's it for the lynda.com course Rhino Essential Training.
00:04This is Dave Schultze saying, thank you for watching this all the way through
00:07to the very end. I hope the material we covered gets you comfortable enough
00:10with Rhino, so that you too can create some beautiful work.
Collapse this transcript


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