Join Dave Schultze for an in-depth discussion in this video Performing basic transformations, part of Rhino 5 Essential Training.
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In this video we'll take a sneak preview in to some of the basic transfermations in Rhino. Keep in mind this is just a brief demo. But we'll cover each of these transformation topics in greater detail in upcoming sections. Let's start off by doing some basic moves. So we've already covered a little bit of these as far as dragging, just selecting, and moving it around. Notice how it snaps to any points it sees. I'm just going to go ahead and hit Ctrl+Z to undo that. It's also moving on the construction plane. That's important to note. So the nudge is kind of nice, I use this quite a bit. This was also discussed earlier, we're going to hit the arrows up and down.
It's a great way to move stuff out of the way or make something new or make a copy. This new stuff will be the relative coordinates. Let's click the object and go to The Move. It's also up on the transform toolbar and on the transform menu. You do have to give it a point to move from. I'm just going to snap to the center. Notice my center snap is turned on. And instead of snapping somewhere, we're going to just give it a relative distance or number of units, so this is R is the symbol, 50, zero, and that stands for 50x and a 0 in the y, and you can hit comma with a third number, and that would be in the z.
But we'll just use the first two. So that was successfully completed. Let's Ctrl+Z to undo. Let's try moving this at an angle. Same command, move. You have a starting point. And I type in the at, which will be the distance 90, and then the angle is the less than sign 45 degrees. There you go. So that should give you pretty much every occasion to move stuff around. Next up we'll try some rotating. I'm going to grab this whole group of stuff here, with crossing window. Here is our rotate. We're just going to 2D rotate first.
So I can just pick one of the endpoints. Doesn't matter where I'm starting. Just going to rotate around that one plane. undo that. I'm going to make it. Another rotation in the front view, just to make this interesting. So, I'm going to snap that bottom point, top point, just tip it over a little bit. I'll go back to perspective and do something really tricky. We're done. Leave this all selected. We're going to Right Click to Rotate in 3D. This allows us to select two points for the access, that's why I've got the blue line there.
Now it knows exactly how it's oriented. And if we get a starting point. Rotate around that crazy angled axis. Notice all the snaps drawn, too, so it's jumping around it. I'm going to pause for a bit here. Okay, before we move onto scale, I'm going to show you another little fix for rotating. If someone had sent you a file with something at a crazy angle or it got accidentally rotated, it might be nice to be able to fix it without knowing all the numbers. I'm going to move one of these guys upright, and I don't know its current starting position.
So I'm going to go to one of the side views. Go full screen here. So I'm going to select these two parts. Of the strut. Also got this screen down here on the right view in ghosted view. We'll just do a really simple 2D rotate. A snap to the center, zoom back out, snap to the center up here at the top, there it is, now I've just defined an angle. What that angle is, I have no idea, and I really don't care so I'm just going to go over and hold down the Shift key. So I went from whatever it was to perfectly straight.
It's a great way to fix stuff without having to do any sort of math. Okay. Let's talk about some scaling ideas. Let's start off with a 1D scale. So, we can go up to Toolbar here, here's the 3D scale, 2D and 1D Little toolbar fly out. Let's try a 1D scale. 1D scales can be really handy but you got to watch out, if we do any scaling with fillets they typically would get messed up unless you do like a three-demionsal scaling. You'll see here in just a second. So I'll pick this one that's been turned straight up. Do a 1D scale.
Let's pick it from here. Those objects. You know, I should probably definitely be in ghosted view again, up in this view port. Here is the ghosted, enter when done, origin plane. This is where I want to make sure I get right on the center of that. This alignment ghosted view. Also in perspective you could rotate around any of the conflicting geometry, so if we were to pick the center there pretty easily. There's the center of the top. Now finally, we can stretch that one dimension. Let's talk about another type of 1D scale.
I am going to scale the foot here, and we see this problem I mentioned as far as messing up the fillets. So I'm going to stretch that guy way out. So just a word of caution, if you're going to be scaling stuff. Without being in 3 dimensions, you might want to get all the fillets. Save them for later. Not have them already done like I am now. Cuzy ou can see those are kind of like smeared, it's probably not what you want. Same thing goes for 2D scaling. So that'll be just scaling pretty much in those two planes.
Not as bad. But if you wanted to be accurate, and not lose any details, you definitely want to go with the 3D scale. So here we're in 3D scale. So everything's maintained uniform proportions to each other. going to undo that. Last thing I'd like to cover, is copy paste. That sounds really simple, but, it's a very powerful technique when studying multiple types of design variations. For example, we've talked about fillets. You might wannna see what a larger fillet, or a smaller fillet, looks on the same object. So, I do this all the time.
So I would grab a group of. Geometry, or just a single piece, doesn't matter, hit Copy, Paste. With three or four nudges, move it out of the way. Copy, paste, the last one. So now I have some geometry to explore upon, and do some experiments, changing the sizes, the shapes, the scale, the fillets, whatever. So creating objects goes hand in hand with the ability to transform them, whether it's moving rotating or scaling, or just making lots of copies. You can easily spend far more time editing than you do creating.
- Why use Rhino?
- Understanding 3D terminology
- Comparing Bézier curves, B-splines, and NURBS objects
- Navigating the viewport
- Manipulating objects with commands
- Creating curves, surfaces, and solids
- Performing basic transformations
- Making solids with primitives
- Extruding curves
- Snapping to objects and planes
- Trimming, splitting, rotating, and copying objects
- Working with NURBS and seams
- Prototyping a 3D model