- Building and detailing a space helmet
- Making a flexible duct
- Building details on round pipes
- Modeling organic objects
- Using the SrfSeam command to move seams out of your way
Skill Level Intermediate
- [Instructor] In this second prototyping lesson we build upon the prior lesson, where we covered how to start a fresh, new file. So, what happens if you don't take that great advice and now your 3D model is totally off? Well, hang on, I got a way to fix it. First, let's check how big our file is. Now this is actually pretty critical, because, if you remember, we cannot tell how big it is just by looking at it or counting grid squares. You can never tell the size because it could be gigantic or small, and the squares could be completely arbitrary.
So let's do a measurement and find out for sure. I'm going to double click on the perspective menu to get back to all four view ports. So you typically want to measure in one of the side or front views, that's usually a good way to go. I recommend using one of the drafting tools, here it's on the drafting toolbar. These are the same ones as under the dimension menu, not sure why they have the different name, but we're going to go select the vertical dimension here. Now, I do want to turn on a few more Osnaps, this is not really critical, I'm just going to get the rough size.
So I may just want to snap on near. So let's see if we can find somewhere at the top of the head, you may want to zoom in there and get the very top of the head, not anything else. And I'm going to zoom back out and try to find something on the bottom of the feet. It's not really critical. That looks close enough. We're going to pull this off to the side so we can read it, and there you go, it's 296. Units, we haven't checked yet, so let's go do that. We're going to go to tools, options, and right here, towards the top under document properties, we have units.
So this looks like it's in millimeters. Now my original goal was to make a four inch high, urban vinyl dude of this little penguin. So a four inch high guy is about 100 millimeters. So this is currently 296 millimeters, roughly, so this guy is like triple the size. So now it's a pretty simple process of scaling it down. But wait! We've got to make sure we get everything in this scene. A lot of times stuff can be hiding or turned off or locked.
We want to make sure we select everything because you don't want to have a mixture of parts that didn't get scaled. It's not going to be very useful if you need to go back and change something and the 3D form is in one size and all the curves that generate it are in a completely different size. So let's make sure we get everything. I'm going to jump back to perspective and double click. Give it some room here. So first, let's just turn on all the layers. I've got a storage layer here, which has got some earlier iterations, let's just turn that on right away.
That was easy, let's go ahead and just unlock any layers that are currently locked. I've got this penguin surface, so this guy here wouldn't have been included because it was locked. So we want to be able to pick everything. So we're unlocking and turning on all layers, that's the first part. Now we also got to unlock geometry, this is a lot of times people forget about this, that layers can be locked and geometry can be locked separately. So I don't recommend against doing that because sometimes it can be very confusing. But right here, you'll notice the feet are a different shaded color.
So we're going to go over to the visibility toolbar and just click on the little padlock that's unlocked, and you notice, now the feet light up. So those were previously locked separate from the layer. And, finally, we want to unhide anything. So these last two things I just want to repeat, I don't recommend using them, especially for longer term, because you could easily forget that something is hidden or locked by an individual entity. So put it on a layer, then make that layer hidden or locked. So we're going to go to the unhide, so we're going to click on, see here's the hide objects, and then right click to show, and boom, there's the glasses, all hidden away.
So a lot of times you don't even notice and you might've forgotten it. Okay, so we have everything I can think of now visible and selectable. So we're going to go ahead and select everything. A great shortcut is Control + A on PC, Command + A on Mac. So we pick everything in this scene. Also note, I'm picking that dimension we just made. We're going to be able to watch that and make sure that we get the final size of around 100 millimeters. I am going to keep the axes and the title locked just for now, I don't want to have those guys scale.
So, how do we scale this? Well, I'm going to recommend you scale it from the origin. So we'll just launch the scale 3D command, it's right here on the main toolbar. Now the trick is, where is the origin? I mean, it's kind of buried there and I could type in zero comma, zero comma, zero, that's x, y and z, but there's a great little shortcut. We'll just hit zero, enter. See how it snaps straight to that origin? So remember that if you need to have anything moved to the origin or scale around the origin.
Now we have a little bit of math. Looking over to dimension, I'm 296. I want to get down to 100. So this is a pretty simple formula. I want to make this guy smaller. So, if you want to use variables, I going to go from 100, and I'm just going to put the math formula right here in the command line. 100 divided by 296. So we can tell that's roughly about a third and it will get smaller. If you get confused, just try to predict if it's getting larger or smaller.
So that'll get you in the right direction if you don't want to use x and y. So we want 100, but we're currently at 296. So this scaling will be roughly a third. So we just hit enter, and there's all the geometry in the scene, now correctly scaled and together. So let's zoom in and double check. That is pretty close, I did do a near snap so it might not have been perfectly accurate, but I got everything pretty much down to 100 millimeters in height, which is close enough to four inches for the urban vinyl character.
So scaling a 3D file is not that hard, but remember, you should always try to avoid this process. The reason is you might have designed and built parts with specific sizes in mind, like for a wall thickness, or for some fillets, and now everything has been scaled as something totally different.
Q: Why can't I earn a Certificate of Completion for this course?
A: We publish a new tutorial or tutorials for this course on a regular basis. We are unable to offer a Certificate of Completion because it is an ever-evolving course that is not designed to be completed. Check back often for new movies.