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In this video, we will review what's called cursor constraints. These are simply modeling aids using keyboard shortcuts, for which no button or menu selection is provided. They are used in conjunction with Osnaps and are typically done dynamically, which means during a middle of the command, such as drawing a line or even moving an object. I am going to start work on the Front viewport, and I am going to focus on this neck. Go ahead and maximizes this by double-clicking on the name. I have got a change order here for completing this neck detail, so they can Revolve it later.
It needs to align with the edge of the head for some reason. So, I need to actually take that angle and somehow project it down below and that would be the edge of this flange. So, what I will do is I will start drawing a polyline. I have got the End snap on. Let's verify that. So, I will just start from the top. Now, before I click on the bottom, I am going to hit the Tab key. And basically, that's going to let us continue drawing from that same angle.
And I am not going to click til I get past this point of intersection here. Click and then right-click to enter. So, that's now just a construction line, but it matches the angle of the head. Let's go ahead and draw the other construction geometry. So, we will turn the Smart Track back on to save a little bit of time, and the Intersection. This will just be a very simple polyline. So, we will start by clicking on the intersection of that construction line. Going up, but I am going to take a peek over here and come back without clicking.
So, hold down the Shift key, so that's aligned those two up, and I snap to the end. Just double check our work here in Perspective, by double-clicking here and double-clicking on Perspective. So, now we can see we have aligned this neck flange with the exact angle duplicated from the head. So, you can go ahead and delete that. Lot of times you make construction geometry just for purposes like that, aligning things.
I am going to kind of work ahead here and just pick these curves and use the Join command. So we can see what it looks like when it is finished in 3D. So, this will be a Revolve from the Surface menu, and we just pick two points on an axis to revolve. And I will just click the FullCircle option. All right, very nice neck detail. I have to agree with that one. Next up, we will talk about the Elevator mode, which uses the Ctrl key.
This is best used in the Perspective Viewport and allows vertical or off the construction plane alignment. The key here is it is vertical, going away from the construction plane, either perpendicular up or perpendicular down. I am going to draw a line from one of the corners, over here on the body and go straight down. There is nothing to snap to, and I am off the construction plane. So, that's where this command will come in very handy. I am going to select another polyline. I am going to find the intersection there, but now if I want to go down vertically, there is nothing to snap to.
So, this is a little bit of a trick. I am going to hit the Ctrl key, go back up and snap to myself. Now, the next point I select is going to be perpendicular, and so you click to accept. Let's try that with a Move command. I'll turn Smart Track off. Come around here, and I just noticed that my nose is out of position. It is overlapping the mouth. I am going to do a Transform move and use the Ctrl key Elevator mode to get this up vertically.
I am going to select the nose, go to the Transform move. I am going to snap to the endpoint. Now, with nothing to snap to, I am going to use that same trick, hit Ctrl, click on myself actually, the endpoint there, and then go up vertically. Now, I don't like the line. I probably want to type in an exact number. So, dynamic display is telling me how far I have moved, but my robot boss has indicated 5.5 is the correct dimension.
So, these two cursor constraints are very handy little tricks that will make your modeling work go a lot faster but have the added benefit of working best in the Perspective viewport. The reason that is important is twofold. For one, a complex model can make some Osnaps difficult to use just from one Ortho viewport. Number two, they work especially well in the Perspective viewport, which I personally recommend spending the majority of your modeling time using, since it will give you the best real-world approximation of what your model will ultimately look like.
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