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Rhino 4 Essential Training

Moving and rotating objects with the Drag and Nudge tools


From:

Rhino 4 Essential Training

with Dave Schultze

Video: Moving and rotating objects with the Drag and Nudge tools

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.
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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

Moving and rotating objects with the Drag and Nudge tools

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.

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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