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Rhino 4 Essential Training
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Making solids with primitives


From:

Rhino 4 Essential Training

with Dave Schultze

Video: Making solids with primitives

In this video, we'll take an exciting tour of the built-in solid commands, which allow you to build primitives directly or via a single command. Examples of primitives include spheres, cones, boxes, and many others. Using these commands, the result is geometry that has the primary characteristic of the solid, closure. In other words, it is entirely closed and we'll have no openings or gaps. To get started, I am going to zoom in on couple of the solids we are going to build. I'll now open up the toolbar for solids, which is right here on the main toolbar.
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  1. 4m 13s
    1. Welcome
      1m 1s
    2. Using the exercise files
      28s
    3. Recommended hardware
      2m 44s
  2. 19m 8s
    1. Understanding the three types of entities: curves, surfaces, and solids
      5m 51s
    2. Comparing Bezier curves, B-splines, and NURBS objects
      3m 35s
    3. Comparing isocurve surfaces and mesh surfaces
      4m 50s
    4. Setting measurement units and tolerance
      4m 52s
  3. 18m 16s
    1. Introducing the viewport
      3m 20s
    2. Using construction planes to anchor model design
      5m 27s
    3. Changing the way a model is viewed using shading modes
      3m 11s
    4. Navigating the viewport with pan, zoom, rotate, and reset controls
      3m 24s
    5. Exploring help options
      2m 54s
  4. 29m 48s
    1. Understanding Rhino's command philosophy
      3m 10s
    2. Using toolbars and docking buttons to a toolbar
      3m 33s
    3. Navigating the geometry menus using a "department store" analogy
      3m 35s
    4. Using the command line and status bar to get feedback
      4m 56s
    5. Modifying the nudge control and setting other preferences
      6m 54s
    6. Using the Properties window
      3m 1s
    7. Opening and saving files
      4m 39s
  5. 14m 24s
    1. Creating basic objects: curves, surfaces, and solids
      4m 22s
    2. Performing basic transformations
      3m 14s
    3. Selecting objects
      3m 37s
    4. Organizing a project using layers
      3m 11s
  6. 21m 18s
    1. Understanding lines and polylines
      4m 10s
    2. Building rectangles and polygons
      5m 12s
    3. Creating arcs, circles, and ellipses
      7m 8s
    4. Drawing freeform curves
      4m 48s
  7. 47m 36s
    1. Comparing different types of 3D surfaces
      7m 11s
    2. Extruding surfaces to create features in a model
      8m 58s
    3. Creating surfaces with lofts
      7m 49s
    4. Using Revolve and Rail Revolve to create surfaces
      7m 42s
    5. Using Sweep Rail to create a 3D claw
      7m 49s
    6. Creating complex surface shapes using Network Surface
      8m 7s
  8. 46m 48s
    1. Introducing solids
      5m 42s
    2. Making solids with primitives
      5m 41s
    3. Extruding curves to create solids without primitives
      8m 59s
    4. Creating unique shapes with the union, difference, and intersection Boolean operators
      6m 46s
    5. Troubleshooting solids and Booleans
      8m 53s
    6. Editing with the solid edit tools
      6m 20s
    7. Creating and transforming holes in solids
      4m 27s
  9. 27m 8s
    1. Understanding Rhino's modeling aids
      3m 59s
    2. Working with the Grid Snap modeling aid
      2m 22s
    3. Using the Ortho modeling aid
      3m 4s
    4. Using the Planar modeling aid
      2m 4s
    5. Incorporating the Osnap modeling aid into your workflow
      6m 7s
    6. Understanding the Project and Smart Track modeling aids
      4m 42s
    7. Setting cursor constraints
      4m 50s
  10. 50m 14s
    1. Editing corners with Fillet and Chamfer
      7m 38s
    2. Trimming and splitting with curve Booleans
      5m 37s
    3. Moving and rotating objects with the Drag and Nudge tools
      7m 24s
    4. Copying and pasting objects
      4m 10s
    5. Understanding how Rhino uses Undo and Redo
      3m 42s
    6. Grouping objects
      3m 21s
    7. Scaling objects
      6m 40s
    8. Duplicating objects using the Mirror command
      6m 36s
    9. Making copies and structured sets using arrays
      5m 6s
  11. 20m 37s
    1. Using the Analysis toolbar to understand characteristics of a model
      6m 14s
    2. Defining degrees of curve and surfaces
      6m 6s
    3. Using Rebuild and Change Degree
      8m 17s
  12. 26m 21s
    1. Measuring and labeling values on a model using dimensioning
      5m 22s
    2. Creating screen captures for quick proofs
      5m 16s
    3. Creating 2D views of a 3D model
      6m 44s
    4. Rendering a project
      8m 59s
  13. 22m 5s
    1. Preparing a model for prototyping by confirming that all gaps are closed
      5m 17s
    2. Using the "shelling" technique to create wall thickness
      10m 54s
    3. Exporting to the STL format for 3D printing
      5m 54s
  14. 14s
    1. Goodbye
      14s

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Rhino 4 Essential Training
5h 48m Beginner Apr 08, 2010

Viewers: in countries Watching now:

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
Subjects:
Architecture Modeling Product Design CAD 2D Drawing 3D Drawing
Software:
Rhino
Author:
Dave Schultze

Making solids with primitives

In this video, we'll take an exciting tour of the built-in solid commands, which allow you to build primitives directly or via a single command. Examples of primitives include spheres, cones, boxes, and many others. Using these commands, the result is geometry that has the primary characteristic of the solid, closure. In other words, it is entirely closed and we'll have no openings or gaps. To get started, I am going to zoom in on couple of the solids we are going to build. I'll now open up the toolbar for solids, which is right here on the main toolbar.

So, I am going to click and then drag it out. I'll start off by building a box. And I've got the snapping points here, so make sure if you are following around that your Point snap is on. That would critical, so we can snap to these points. Otherwise, you'd be snapping to other geometry or typing in dimensions. So, I am going to start off with the basic box. I am going to snap from one corner to next and to the last. So, that's the basic box. One variation I might recommend is to start off the box and notice that there's a Center option in there.

A lot of times, you want to have this in a specific location based on its center, not the corners that I just did. So, remember, even though this has multiple boxes inside of it, there we have four, a lot of times you will have further options inside the command line. So, always be sure to check that command line during any command. Okay, let's take a shot at creating a sphere and notice there, it looks there are 6 or 7 ways to do that. I just pick the Default, snap to the center, and we'll just eyeball it this time.

It doesn't matter how big. I'll try an ellipsoid. Basically, it's a sphere that's been elongated in one, two, or three directions. It's always best to start off with the center. I prefer personally to make the first axis the longest one. Here we are snapping, but if you are wanting this to be specific size, you would then make a mental note here of exactly how far you are going over. For example, this is 5. If I want to have the final axis up vertically to being a matching number, that would very helpful.

Oherwise, you'd just be guessing. So, I am going to just type in five, even though there is a snap point there. Okay. That's enough building. Let's just take a look at some other ten primitives. You have got your basic cone. I'd think the pyramid probably has the most variations because we can start off with a three sided. There's a four sided or five sided. It's really unlimited. But after about 30 or 40 sides, it starts to look pretty much like a cone, so not as useful. Then we have the truncated or tapered cone, the cylinder, which we're familiar with. The tube allows us to have wall thicknesses and so this is another one of those commands where you have to check the command line.

There's a lot of prompts as you build this part by part. So multiple options, always helpful to slow down and read that command line and finally, that torus also as the doughnut. So, let's get these out the way. And we'll start off by building a couple of parts for the backpack. Just take quick look that the final will look like. So, there's our completed, flying jet pack for him, and I am going to turn it back off, and let's quickly just make one cylinder for his tank.

Just use the Solid menu this time. Solid > cylinder, and I am going to use my snapping points, just so I don't have to worry about where everything is going. Pretty straightforward. Let's make the other tank, and this is extremely helpful to be in the perspective viewport. Notice it's trying to snap to other points as it sees them. So, I prefer working perspective whenever possible just so I can the hit points that I want. Now I just build those two tanks one at a time.

Of course, we've going to over mirroring, and that would include just building one section or half and then mirroring it to other side of the axis. Let's finish this tank top off with a sphere. Back to Solid menu > Sphere command, I am just going to pick the very first one, Center and radius. Let me turn off this Point snap just to show another little alternative. I am going to go with center. That's kind of interesting here. If I am clicking around, it's not finding that point. I turned it off. It's not finding anywhere really.

Until I go to the edge. Then it says, "That's an arc, or a circle," it's got a center, and it snaps directly to it. So, this command is very similar to the way it works with the lines. So, let me go ahead and click to start there, and I am just going eyeball this. Another tip about snapping is if it trying to grab other points and you don't want it to do that, you can hit the Alt key to temporarily to turn those off. Okay. Let's make the other one. I am going to show you another little tip. I'll right-click to repeat, snap to the center, and now I am now back where I was here with not knowing how big.

But notice in command in line, it says Radius. That was the last number that I picked, building the first sphere. So, I can just stop right here and either hit Enter or right-click. It will match with prior dimension, pretty handy. So, the solid primitive commands make it very easy to build quick and clean geometry, but you probably want to avoid stopping there. I recommend continuing and adding more detail like fillets, chamfers or part lines, in order to make your model more interesting and realistic.

Find answers to the most frequently asked questions about Rhino 4 Essential Training.


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Q: I'm noticing several differences between the options that author shows in the video and my copy of Rhino. For example, I can't select curves on the edge of a surface or turn on control point when vertically extruding a closed surface like an ellipse. Also, I do not get the Sweep option. I'm running on Mac OS X Snow Leopard.
A: This course was recorded on a Windows computer. As of February 2012, Rhino for Mac is still in beta, so it is not yet a full-fledged product. Wait until the full version comes out to see if these issues are resolved.
 
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