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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.
In this next video, we'll review how to move and rotate objects. Sounds boring? It's not. The ability to move and position any object or group of objects will be a huge boost to your accuracy, workflow and ability to explore different design options all in the same workspace. Furthermore, if you know how to accurately move and position objects in the scene, you can be a little looser when you build stuff. Let's start out with some moving. I'm going to go ahead and maximize the Perspective viewport by double-clicking.
The quickest way to move stuff and also the least accurate is the Drag mode. So, I'm going to highlight this, hold down the mouse button, and just move it. So, it's definitely quick and easy, although I have no idea where it started, where it ended, or how far it went. But it's pretty handy to get things out of the way. Let's get a little more accurate. I'm going to use the Transform Move command next. Click the button over here on the main toolbar. Select the object. I have got the End snap on. So, I can pick a specific point, and then I can now type in a distance.
I'm going to use 30 on the keyboard, Enter, and this will actually position it 30 units away on the construction plane, or since I have got the End point snap still set, it can go seek the nearest point, and get you 30 units closer along a line that continues. So, I'm going to hit Escape. Another accurate way to move stuff is using coordinates. Zoom back out.
Repeat the command Transform Move. Select the objects. We're going to pick a point, snap to the end. Now instead of snapping somewhere, I'm just going to type in the X, Y, Z values of where I would like to end up. So, I have got the one already noted there, -100, -100, and if the last value or last two values are 0, you can just omit them. So, I'll go ahead and hit Enter. So, now I know exactly where it ends up. So, it is accurate although not as useful some of the other ways.
Let's check out the most useful way to move objects. Let's first talk about moving this arm, so that the center of the arm is snapped to the end point here. So, we can snap to one of these Midpoint edges, but I want to be in the center of a surface, so there is no snapping ability there. No problem. Let's draw a quick line from opposite corners. I'm going to turn on the Midpoint snap, and now when I move it, I can seek that position and I'll wind it to that point.
So, let me do a quick crossing window right to left. Start the Move command, snapping from the Mid, and snapping to the End. So, now it's perfectly aligned. I don't know the distance. I don't know the angle, but it's exactly where I want. Let's try that one more time with the head. I'm going to make this a little bit easier. I'm going to change to Wireframe mode. I have got a line here and I want to move the head so it's centered, from this midpoint to the center of the axis, so the head will now align over the body.
I like working in the Perspective viewport, so it's much easier to pick objects. I'm going to select the head and geometry. Now I don't want to select some of these antenna objects up here. So, I'm going to deselect them with a Ctrl+Click. I'm going to leave those where they are. It looks like I got everything selected, do the Transform Move. Point to go from would be that midpoint, I can zoom around here, and point to end up is the end there.
Let's deselect and go back to Shaded view to check it out. Head is now perfectly aligned over the body. And the final way to move objects is with the Nudge. I'm going to zoom back into the arm. That looks a little bit out of alignment. So, I'm going to select the arm. Using the four arrow keys, I can just click it several times to nudge it into final position. Also, we have additional nudge keys to go vertically up or down using the Page Up and Page Down.
Let's try and click on those. So, you can go all three dimensions using the keyboard nudge keys. Let's talk about rotation. We're going to do a 2-D rotate first. So, I want to go into a 2-D viewport. It's a little bit tricky to do a 2-D rotation in a 3-D viewport like Perspective. So, I am going to go back to all four viewports by double-clicking, and we're going to maximize this Right viewport. So, I have the arm selected, and we turn off Midpoint snap.
And we'll start the 2-D rotate over here in the main menu. Now, it should find the end of that line up there. I'm going to draw down. You can eyeball this whole thing, or holding down the Shift key it will seek out an ortho second point that you can rotate at any angle, or you could type in a value. We're just going to kind of do a random number here. I'll show you how to get it back into position here in a minute. So, we have rotated it some unknown angle and a lot of times you get geometry from other files, or even accidentally rotate things an unknown distance, and we want to get that back perfectly vertical.
So, we're going to use a little bit of extra snapping here. I'm going to select Perpendicular and start the 2-D rotate one more time. The arm is already selected. We're going to use the same center as the end-point of the shoulder axis. And depending on the object, you want to change your snaps. Perpendicular works perfectly here. So, I'm going to select that point. Now I have defined the starting angle. I don't know what that is and by holding down Shift, I can snap and get things perfectly aligned, where they were at some unknown angle earlier.
We should definitely be in the Perspective viewport. I'm going to double-click twice, get back here. I highly recommend that you have some axis there, instead of finding points on the object itself. So, the center of rotation should be defined by an axis. To have that set up, I'm going to go back to the Transform Rotate and right-click to get the 3-D option. Select the object, right-click to accept. Now we define the axis. There are a lot of steps here, so don't forget to be checking the command line at the top.
So, we can just pick any two points on that axis. Now we want to do the reference angle again. So, I'm going to hold down the Shift key again, so we get some ortho snapping. Here we can rotate it on whatever plane it was on, every 30, 60, 90 degrees, or again release the Shift, and just eyeball it until it looks good. The ability to quickly and accurately move or rotate objects is an essential complement to any Rhino modeler skill. We've discussed it's usually much easier to build geometry directly on the construction plane and centered on the origin.
So, it's mandatory to understand a few techniques get objects into their final position.
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