Rhino 4.0 User's Guide
Rhino 4.0 User's Guide
Rhino 4.0 User's Guide
Rhinoceros version 4.0 Copyright 1993 - 2006 Robert McNeel & Associates. All rights reserved. Printed in U.S.A. Rhinoceros is a registered trademark and Rhino is a trademark of Robert McNeel & Associates. All other brand or product names are registered trademarks or trademarks of their respective holders.
T A B L E
O F
C O N T E N T S
Table of Contents
NURBS Modeling...........................................................................................1 Viewports .....................................................................................................2 Viewport Title Menu ................................................................................... 2 Viewport Display Modes .............................................................................. 2 Mouse Navigation ...................................................................................... 3 Viewport Projection .................................................................................... 3 Modeling Aids ...............................................................................................4 Cursor Crosshairs, Marker, and Tracking Line................................................. 4 Grid Snap ................................................................................................. 4 Ortho Mode............................................................................................... 4 Distance Constraint.................................................................................... 5 Angle Constraint........................................................................................ 5 Elevator Mode ........................................................................................... 5 Coordinate Systems......................................................................................7 Cartesian Coordinates ................................................................................ 7 World Coordinates ..................................................................................... 7 Construction Planes ................................................................................... 7 Relative Coordinates .................................................................................. 8 Object Snaps ..............................................................................................10 Persistent Object Snaps ............................................................................ 10 SmartTrack............................................................................................. 11 Rhinos Geometry Types .............................................................................12 Point Objects .......................................................................................... 12 Curves ................................................................................................... 12 Surfaces................................................................................................. 12 Polysurfaces ........................................................................................... 15 Solids .................................................................................................... 15 Polygon Mesh Objects .............................................................................. 16 Edit Curves and Surfaces ............................................................................17 Join ....................................................................................................... 17 Explode.................................................................................................. 17 Trim and Split ......................................................................................... 17 Control-Point Editing ................................................................................ 17 Curve and Surface Degree ........................................................................ 18 Transforms .................................................................................................19 Move ..................................................................................................... 19 Copy...................................................................................................... 19 Rotate.................................................................................................... 19 Scale ..................................................................................................... 19 Mirror .................................................................................................... 19 Orient .................................................................................................... 19 Array ..................................................................................................... 19
ii
T A B L E
O F
C O N T E N T S
Curve and Surface Analysis ........................................................................20 Measure Distance, Angle, and Radius.......................................................... 20 Curve and Surface Direction ...................................................................... 20 Curvature ............................................................................................... 20 Visual Surface Analysis ............................................................................. 21 Edge Evaluation....................................................................................... 22 Diagnostics ............................................................................................. 22 Organizing the Model .................................................................................23 Layers.................................................................................................... 23 Groups................................................................................................... 23 Blocks.................................................................................................... 23 Worksessions .......................................................................................... 24 Annotation .................................................................................................25 Dimensions............................................................................................. 25 Text....................................................................................................... 25 Leaders .................................................................................................. 25 Annotation Dots ...................................................................................... 26 Hidden Line Removal................................................................................ 26 Notes..................................................................................................... 26 Render........................................................................................................27 Lights .................................................................................................... 27 Render Mesh........................................................................................... 27 Tutorial: Solids and Transforms..................................................................28 Enter Coordinates .................................................................................... 28 Draw the Pull Toy Body ............................................................................ 28 Draw the Axles and Wheel Hubs ................................................................ 29 Draw the Lug Nuts ................................................................................... 30 Assign Colors .......................................................................................... 32 Array the Lug Nuts................................................................................... 32 Draw the Tires ........................................................................................ 33 Mirror the Wheels .................................................................................... 33 Draw the Eyes......................................................................................... 35 Make the Pull Cord................................................................................... 36 Tutorial: Revolve Curves.............................................................................39 Create a Free-Form Flashlight Model........................................................... 39 Set Up the Model ..................................................................................... 39 Draw a Centerline .................................................................................... 40 Draw the Body Profile Curve...................................................................... 40 Draw the Lens Profile Curve ...................................................................... 41 Build the Flashlight Body .......................................................................... 41 Create the Lens ....................................................................................... 42 Assign Properties and Render .................................................................... 42
iii
T A B L E
O F
C O N T E N T S
Tutorial: Sweep, Loft, and Extrude .............................................................44 Create the Speaker Shell .......................................................................... 44 Extrude a Curve into a Solid ...................................................................... 45 Join the Surfaces Together........................................................................ 47 Create the Padding .................................................................................. 47 Create the Mounting Bracket ..................................................................... 48 Create the Headband ............................................................................... 50 Create the Speaker Wire........................................................................... 54 Mirror the Headphone Parts....................................................................... 56 Tutorial: Point Editing and Blend Surfaces..................................................58 Create the Body and Head ........................................................................ 58 Create and Place the Eyes......................................................................... 61 Create the Beak ...................................................................................... 62 Create the Feet ....................................................................................... 64 Create the Tail ........................................................................................ 67 Create the Wings ..................................................................................... 69 Finishing Touches .................................................................................... 71 Apply Render Materials ............................................................................. 72 Tutorial: Loft a Boat Hull ............................................................................73 Lay Out the Hull Curves ............................................................................ 73 Check for Fairness ................................................................................... 74 Create the 3-D Curves.............................................................................. 75 About the Curves..................................................................................... 76 Loft the Hull Surfaces ............................................................................... 76 Trim the Bow and Bottom ......................................................................... 77 Build the Transom ................................................................................... 78 Complete the Transom ............................................................................. 80 Add the Deck .......................................................................................... 80 Tutorial: Trace Images ...............................................................................84 Draw the Body ........................................................................................ 84 Draw the Head ........................................................................................ 87 Blend the Head and Body.......................................................................... 88 Draw the Eyes......................................................................................... 89 Shape the Tail ......................................................................................... 90 Trace the Wings and Legs ......................................................................... 90 Tutorial: Wrap Curves on a Surface ............................................................92 Make a Surface ....................................................................................... 92 Create the Objects to Wrap ....................................................................... 93 Control the Placement of the Objects .......................................................... 93 Tutorial: Blends and Trims..........................................................................96 Create Basic Body Shape .......................................................................... 98 Blend the Front and Back Edges................................................................100 Trim the Body for the Viewfinder...............................................................103
iv
T A B L E
O F
C O N T E N T S
Create the Viewfinder..............................................................................105 Blend between the Body and the Viewfinder ...............................................107 Create Bottom of Camera ........................................................................108 Create the Lens and Blend between the Body and the Lens ...........................110 More Help .................................................................................................113 Help on the Internet................................................................................113
N U R B S
M O D E L I N G
NURBS Modeling
NURBS (non-uniform rational B-splines) are mathematical representations that can accurately model any shape from a simple 2-D line, circle, arc, or box to the most complex 3-D freeform organic surface or solid. Because of their flexibility and accuracy, NURBS models can be used in any process from illustration and animation to manufacturing. NURBS geometry is an industry standard for designers who work in 3-D where forms are free and flowing; where both form and function is important. Rhino is used in marine, aerospace, and automobile interior and exterior design. Makers of household and office appliances, furniture, medical and sports equipment, footwear, and jewelry use Rhino to create free-form shapes. NURBS modeling is also widely used by professional animators and graphic artists. The advantage over using polygon modelers is that there are no facets. The models can be rendered at any resolution. A mesh can be created from the model at any resolution. For more information about the mathematics of NURBS, see the Rhino Help topic.
V I E W P O R T S
Viewports
The viewport title has some special functions for manipulating the viewport. Click the title to make the viewport active without disturbing the view. Drag the viewport title to move the viewport. Double-click the viewport title to maximize the viewport. Double-click again to restore the size to normal.
Shaded Display Shaded modes display surfaces and solids with the surfaces shaded using their layer, object, or custom color. You can work in any of the shaded modes. The surfaces are opaque or transparent. The ShadedViewport command sets the viewport display to shaded mode.
V I E W P O R T S
Rendered Display Rendered viewport display shows the objects with lighting and render materials applied The RenderedViewport command sets the viewport display to rendered mode. Other display modes and custom settings are described in the Rhino Help.
Mouse Navigation
Working in 3-D on a computer requires visualizing three-dimensional objects drawn on a two-dimensional mediumthe computer screen. Rhino provides tools to help do this. Drag with the right mouse button to easily manipulate the views to look at the model from various angles. Use the right mouse button view manipulations in both wireframe and shaded views.
Viewport Projection
Viewports can have one of two projections: parallel or perspective. Right mouse navigation works differently in the two viewport styles. In parallel views, rightmouse dragging pans the view. In perspective views, right-mouse dragging rotates the view. In the usual four-viewport layout, there are three parallel viewports and one perspective viewport. Parallel Parallel views are also called orthogonal views in some systems. In a parallel view, all the grid lines are parallel to each other, and identical objects look the same size, regardless of where they are in space.
Perspective In a perspective view, grid lines converge to a vanishing point. This provides the illusion of depth in the viewport. Perspective projection makes objects farther away look smaller.
M O D E L I N G
A I D S
Modeling Aids
The cursor can always move freely in space, but chances are, you will want to relate your modeling elements to the construction plane grid or to existing objects. You can restrict the cursors movement to the grid, enter specific distances and angles from a point, and snap to specific locations on existing objects.
Grid Snap
Grid snap constrains the marker to an imaginary grid that extends infinitely. You can set the snap spacing to any value. Click the Snap button on the status bar to turn grid snap on and off.
Ortho Mode
Ortho mode constrains the marker movement or object dragging to a specific set of angles. By default, this is parallel to the grid lines, but you can change this. Ortho is similar to the axis lock function found in drawing or animation programs. Click the Ortho pane on the status bar to turn ortho on and off. Press and hold the Shift key to temporarily toggle the ortho mode. Another common use for ortho is to constrain object dragging to a specific axis. Ortho is active after the first point for a command. For example, after picking the first point for a line, the second point is constrained to the ortho angle.
Ortho off.
Ortho on.
If you only need a different angle for a single operation, angle constraint is faster to use. Enter a specific angle for one operation instead of changing the ortho angle and then changing it back.
M O D E L I N G
A I D S
Distance Constraint
When entering points, you can constrain the marker to a distance from the previous point. Once you have set the distance, drag the line around to any angle. You can also use further snaps to point the line in a specific direction. During any command that requires two points, such as the Line command, place the first point. Then at the next prompt, type a distance and press Enter or the Spacebar. The marker will be constrained to the specified distance from the previous point. Drag the cursor around the first point and then pick a point. You can also constrain the marker to track on lines radiating from the previous point and separated by a specified angle. The first constraint line is counterclockwise from the construction plane x-axis.
Angle Constraint
Angle constraint is similar to ortho, but you can set any angle and it is a one-time setting. The < symbol is used because it is similar to the symbol used in geometry to indicate an angle. The marker will be constrained to lines radiating from the previous point separated by the specified angle, where the first line is the specified number of degrees counterclockwise from the x-axis. If you enter a negative number, the angle will be clockwise from the x-axis. Distance and Angle Together Distance and angle constraints can be used at the same time. Type the distance at the prompt and press Enter, and then type < and then the angle and press Enter. The order of the distance and angle does not matter. The marker will drag around your original point at angle increments at the specified distance.
Elevator Mode
To move the marker in the construction plane z-direction, hold the Ctrl key and click a point on the construction plane, and then drag vertically from the construction plane and click to pick a point. This constraint is called elevator mode. Using elevator mode to move your pick point vertically from the construction plane lets you work more in the Perspective viewport.
M O D E L I N G
A I D S
Pick a second point to specify the z-coordinate of the desired point. It is easiest to see this in a different viewport or use the Perspective viewport. Drag the mouse cursor around to see the marker move vertically from the base point along the tracking line. Pick the point with the mouse or type the height above the construction plane. Positive numbers are above the construction plane; negative numbers are below it. You can use further constraints like coordinates, object snaps or grid snap for the first point, and you can use object snaps for the height.
C O O R D I N A T E
S Y S T E M S
Coordinate Systems
Rhino uses two coordinate systems: construction plane coordinates and world coordinates. World coordinates are fixed in space. Construction plane coordinates are defined for each viewport.
Cartesian Coordinates
When Rhino prompts you for a point, if you type x and y Cartesian coordinates, the point will lie on the construction plane of the current viewport. For more information about coordinate systems and numeric constraints, see the Rhino Help topic, Unit Systems. Right-Hand Rule Rhino follows what is called the right-hand rule. The right-hand rule can help you determine the direction of the z-axis. Form a right angle with the thumb and forefinger of your right hand. When your thumb points in the positive x-direction, your forefinger points in the positive y-direction, and the palm of your hand faces in the positive z-direction.
World Coordinates
Rhino contains one world coordinate system. The world coordinate system cannot be changed. When Rhino prompts you for a point, you can type coordinates in the world coordinate system. The arrow icon in the lower left corner of each viewport displays the direction of the world x-, y-, and z-axes. The arrows move to show the orientation of the world axes when you rotate a view.
Construction Planes
Each viewport has a construction plane. A construction plane is like a tabletop that the cursor moves on unless you use coordinate input, elevator mode, or object snaps or a few other instances where input is constrained. The construction plane has an origin, x- and y-axes, and a grid. The construction plane can be set to any orientation. By default, each viewports construction plane is independent of those in other viewports. The construction plane represents the local coordinate system for the viewport and can be different from the world coordinate system. Rhinos standard viewports come with construction planes that correspond to the viewport. The default Perspective viewport, however, uses the world Top construction plane, which is the same construction plane that is used in the Top viewport. The grid lies on the construction plane. The dark red line represents the construction plane x-axis. The dark green line represents the construction plane y-axis. The red and green lines meet at the construction plane origin.
C O O R D I N A T E
S Y S T E M S
To change the direction and origin of a construction plane, use the CPlane command. Preset construction planes (World Top, Right, and Front) give you quick access to common construction planes. In addition, you can save and restore named construction planes and import named construction planes from another Rhino file. 2-D construction plane coordinates At a prompt, type the coordinate in the format x,y where x is the x-coordinate and y is the y-coordinate of the point.
3-D construction plane coordinates At a prompt, type the coordinate in the format x,y,z where x is the x-coordinate, y is the y-coordinate, and z is the z-coordinate of the point. There are no spaces between the coordinate values. To place a point 3 units in the x-direction, 4 units in the y-direction, and 10 units in the z-direction from the construction plane origin, type 3,4,10 at the prompt. Note If you enter only x- and y-coordinates, the point will lie on the construction plane.
Relative Coordinates
Rhino remembers the last point used, so you can enter the next point relative to it. Relative coordinates are useful for entering a list of points where the relative locations instead of absolute locations of the points are known. Use relative coordinates to locate points according to their relationship to the previous active point. Relative coordinates At a prompt, type the coordinates in the format rx,y where r signifies that the coordinate is relative to the previous point. For example 1 2 Start the Line command. At the Start of line prompt, click to place the first end of the line.
C O O R D I N A T E
S Y S T E M S
At the End of line prompt, type r2,3, and press Enter or the Spacebar. The line is drawn to a point 2 units in the x-direction and 3 units in the y-direction from the last point.
O B J E C T
S N A P S
Object Snaps
Object snaps constrain the marker to specific points on an object. When Rhino asks you to specify a point, you can constrain the marker to specific parts of existing geometry. When an object snap is active, moving the cursor near a specified point on an object causes the marker to jump to that point. In this chapter you will learn: How How How How to to to to use object snaps to find specific points on geometry. set, clear, and suspend persistent object snaps. use one-time object snaps. use object snaps in combination with other modeling aids.
Object snaps can persist from pick to pick, or can be activated for one pick only. Multiple persistent object snaps can be set from the status bar. All object snaps behave similarly, but snap to different parts of existing geometry. In addition, there are special object snaps that work for one pick only.
To suspend all persistent object snaps In the Osnap toolbar, click the Disable button. All persistent object snaps will be suspended, but remain checked. To clear all persistent object snaps In the Osnap toolbar, click the Disable button with the right mouse button. All persistent object snaps will be cleared. To turn on one object snap and turn all others off with one click In the Osnap toolbar, right-click the object snap you want to turn on.
10
O B J E C T
S N A P S
SmartTrack
SmartTrack is a system of temporary reference lines and points that is drawn in the Rhino viewport using implicit relationships among various 3-D points, other geometry in space, and the coordinate axes' directions. Temporary infinite lines (tracking lines) and points (smart points) are available to object snaps very much like real lines and points. You can snap to intersections of the tracking lines, perpendiculars, and directly to smart points as well as intersections of tracking lines and real curves. The tracking lines and smart points are displayed for the duration of a command. For more information including video demonstrations, see the Help topic SmartTrack.
11
R H I N O S
G E O M E T R Y
T Y P E S
Point Objects
Point objects mark a single point in 3-D space. They are the simplest objects in Rhino. Points can be placed anywhere in space. Points are most often used as placeholders.
Curves
A Rhino curve is similar to a piece of wire. It can be straight or wiggled, and can be open or closed. A polycurve is several curve segments joined together end to end. Rhino provides many tools for drawing curves. You can draw straight lines, polylines that consist of connected line segments, arcs, circles, polygons, ellipses, helixes, and spirals. You can also draw curves using curve control points and draw curves that pass through selected points. Curves in Rhino include lines, arcs, circles, free-form curves, and combinations of these. Curves can be open or closed, planar or non-planar.
Surfaces
A surface is like a rectangular stretchy rubber sheet. The NURBS form can represent simple shapes, such as planes and cylinders, as well as free-form, sculptured surfaces. All surface creation commands in Rhino result in the same object: a NURBS surface. Rhino has many tools for constructing surfaces directly or from existing curves.
12
R H I N O S
G E O M E T R Y
T Y P E S
All NURBS surfaces have an inherently rectangular organization. Even a closed surface such as a cylinder is like a rectangular piece of paper that has been rolled up so two opposite edges are touching. The place where the edges come together is called the seam. If a surface does not have a rectangular shape, either it has been trimmed or the control points on the edges have been moved.
Closed and Open Surfaces A surface can be open or closed. A cylinder without the ends capped is closed in one direction. A torus (donut shape) is closed in two directions.
Surface Control Points The shape of a surface is defined by a set of control points that are arranged in a rectangular pattern.
Trimmed and Untrimmed Surfaces Surfaces can be trimmed or untrimmed. A trimmed surface has two parts: a surface that underlies everything and defines the geometric shape, and trimming curves that mark sections of the underlying surface that are removed from view. Trimmed surfaces are created with commands that trim or split surfaces with curves and other surfaces. Some commands create trimmed surfaces directly. Since it can be important for you to know if a surface is trimmed, the Properties command lists the trimmed or untrimmed state of the surface. Some Rhino commands work only with untrimmed surfaces and some software does not import trimmed NURBS surfaces.
13
R H I N O S
G E O M E T R Y
T Y P E S
Trimming curves lie on the underlying surface. This surface may be larger than the trim curves, but you will not see the underlying surface because Rhino does not draw the part of the surface that is outside the trim curves. Every trimmed surface retains information about its underlying surface geometry. You can remove the trimming curve boundaries to make the surface untrimmed with the Untrim command. If you have a trim curve that runs across a surface, the trim curve itself does not have any real relationship to the control point structure of the surface. You can see this if you select such a trimmed surface and turn its control points on. You will see the control points for the whole underlying surface.
If you create a surface from a planar curve, it can be a trimmed surface. The illustrated surface was created from a circle. The control points display shows the rectangular structure of the surface.
The Untrim command removes the trimming curve from the surface to get back to the underlying untrimmed rectangular surface.
14
R H I N O S
G E O M E T R Y
T Y P E S
Surface Isoparametric and Edge Curves In wireframe view, surfaces look like a set of crossing curves. These curves are called isoparametric curves or isocurve. These curves help you visualize the shape of the surface. Isoparametric curves do not define the surface the way the polygons do in a polygon mesh. They are merely a visual aid that allows you to see the surface on the screen. When a surface is selected, all of its isoparametric curves highlight. Edge curves bound the surface. Surface edge curves can be used as input to other commands.
Isocurves Edge curves
Polysurfaces
A polysurface consists of two or more surfaces that are joined together. A polysurface that encloses a volume of space defines a solid. Control points cannot be displayed on polysurfaces, but the polysurfaces can be exploded into surfaces, which can be edited separately, and then rejoined.
Solids
A solid is a surface or polysurface that encloses a volume. Solids are created anytime a surface or polysurface is completely closed. Rhino creates single-surface solids and polysurface solids. A single surface can wrap around and join itself (sphere, torus, and ellipsoid). Control points can be displayed on single-surface solids and moved to change the surface.
Some Rhino commands for creating solid primitives create polysurface solids. Box, cone, truncated cone, and cylinder are examples of polysurface solids.
15
R H I N O S
G E O M E T R Y
T Y P E S
Note: There is no easy way to convert a mesh model into a NURBS model. The information that defines the objects is completely different. However, Rhino has a few commands for drawing curves on meshes and extracting vertex points and other information from mesh objects to assist in using mesh information to create NURBS models.
16
E D I T
C U R V E S
A N D
S U R F A C E S
Join
The Join command connects curves or surfaces together into one object. For example, a polycurve can consist of straight-line segments, arcs, polylines, and free-form curves. The Join command also connects adjacent surfaces into a polysurface.
Explode
The Explode command removes the connection between joined curves or surfaces. For polysurfaces, this is useful if you want to edit each individual surface with control points.
Control-Point Editing
You can make subtle changes in the shape of a curve or surface by moving the location of its control points. Rhino offers many tools for editing control points. Some commands such as Rebuild, Fair, and Smooth offer some automated solutions for redistributing control points over a curve or surface. Other commands, such as control point dragging and nudging, HBar, and MoveUVNOn, let you manually control the location of individual or groups of control points. Control Point Visibility To edit curves and surfaces by manipulating control points, use the PointsOn (F10) command to turn the control points on. When you are finished with control-point editing, use the PointsOff command or press Esc to turn them off. Control points of polysurfaces cannot be turned on for editing. Editing the control points of polysurfaces could separate the edges of the joined surfaces creating leaks in the polysurface. Change Control Points Locations When you move control points, the curve or surface changes, and Rhino smoothly redraws it. The curve or surface is not drawn though the control points rather it is attracted to the new positions of the control point. This allows the object to be smoothly deformed. When control points are on, Rhinos transform commands can manipulate the points. You can also rebuild surfaces to add control points and redistribute them.
17
E D I T
C U R V E S
A N D
S U R F A C E S
Add, Delete, or Redistribute Control Points Adding control points to a curve gives you more control over the shape of the curve. Manipulating control points also lets you remove kinks, make curves uniform, and add or subtract detail. The Delete key erases curve control points. This changes the shape of the curve.
A degree-2 curve must have at least three control points. A parabola, hyperbola, arc, and circle (conic section curves) have degree 2. They have one "bend."
A degree-3 curve must have at least four control points. A cubic Bzier has degree 3. If you arrange its control points in a zig-zag shape, you can get two "bends."
18
T R A N S F O R M S
Transforms
Transforms change the location, rotation, number and shape of whole objects by moving, mirroring, arraying, rotating, scaling, shearing, twisting, bending, and tapering. The transform commands do not break the objects into pieces or cut holes in them. For more information and animated demonstrations, see the Help topic for each command.
Move
Use the Move command when you want to move an object a certain distance or if you want to use object snaps to place an object accurately. The quickest way is to click the object and drag it. To move selected objects small distances, press and hold the Alt key and press an arrow key to activate the Nudge feature.
Copy
The Copy command makes copies of objects. Some transform commands like Rotate, Rotate 3-D, and Scale have a Copy option. This lets you create a copy of the object as you rotate or scale it. To copy objects by dragging, hold the Alt key and then drag the objects.
Rotate
The Rotate command rotates an object in relation to the construction plane.
Scale
Scale commands give you control over the direction of the scale. You can resize objects uniformly in one, two, or three directions, or scale an object with a different scale factor in each direction.
Mirror
The Mirror command reverses the orientation of the object across a defined line. By default, a copy is made.
Orient
The orient commands combine move or copy, scale, and rotate operations to help you position and size objects in one command.
Array
Copies objects into evenly spaced rows and columns.
19
C U R V E
A N D
S U R F A C E
A N A L Y S I S
The Dir command also displays surface u-, v-, and normal direction. Surface normals are represented by arrows perpendicular to the surface, and the u- and v-directions are indicated by arrows pointing along the surface. Closed surfaces always have the surface normals pointing to the exterior. The Dir command can change the u-, v-, and normal-directions of a surface. This direction can be important if you are applying textures to the surface.
Curvature
Curve analysis tools let you turn on a graph showing the direction perpendicular to the curve at a point and the amount of curvature, display a curvature circle, test the continuity between two curves and the intervals of overlap between the two curves.
20
C U R V E
A N D
S U R F A C E
A N A L Y S I S
The CurvatureGraphOn command displays a curvature graph on curves and surfaces. The lines on the graph represent a direction perpendicular to the curve at that point. The length of the line indicates the curvature.
The EMap command displays a bitmap on the object so it looks like a scene is being reflected by a highly polished metal. Tool helps you find surface defects and validate your design intent. The fluorescent tube environment map simulates tube lights shining on a reflective metal surface.
The Zebra command displays surfaces with reflected stripes. This is a way to visually check for surface defects and for tangency and curvature continuity conditions between surfaces.
21
C U R V E
A N D
S U R F A C E
A N A L Y S I S
The DraftAngleAnalysis command displays by false-color mapping the draft angle relative to the construction plane that is active when you start the command. The pull direction for the DraftAngleAnalysis command is the z-axis of the construction plane.
Edge Evaluation
Geometry problems such as Boolean or join failures can be caused by edges on surfaces that have become broken or edges between surfaces that have been moved through point editing so they create holes. An edge is a separate object that is part of the surfaces boundary representation. The ShowEdges command highlights all the edges of the surface.
Find the Open Edges on a Polysurface A polysurface may look closed, but the Properties command may tell you that it is open. Some operations and export features require closed polysurfaces, and a model using closed polysurfaces is generally higher quality than one with small cracks and slivers. Rhino provides a tool for finding the unjoined or naked edges. When a surface is not joined to another surface, it has naked edges. Use Properties command to examine the object details. A polysurface that has naked edges lists as an open polysurface. Use the ShowEdges command to display the unjoined edges. Other edge tools let you split an edge, merge edges that meet end-to-end, or force surfaces with naked edges to join. You can rebuild edges based on internal tolerances. Other edge tools include: SplitEdge splits an edge at a point. MergeEdge merges edges that meet end to end. JoinEdge forces unjoined (naked) edges to join nearby surfaces. RebuildEdges redistributes edge control points based on internal tolerances.
Diagnostics
Diagnostic tools report on an objects internal data structure and select objects that may need repair. The output from the List, Check, SelBadObjects, and Audit3dmFile commands is normally most useful to a Rhino programmer to diagnose problems with surfaces that are causing errors.
22
O R G A N I Z I N G
T H E
M O D E L
Layers
Layers are a way of grouping objects and applying certain characteristics to all objects that have that layer assignment. There are two mental models you can use when you think of layerslayers can be thought of either as a storage location for the objects or as a way to assign a set of characteristics or properties to objects. Layer states include a layer name, the color used to display the objects, and the on/off and locked/unlocked status of all the objects on a layer. Objects on layers that are off are not visible in the model. Objects on locked layers cannot be selected but can be snapped to. Objects are always created on the current layer. This layer assignment can be changed later. To accomplish the most common tasks related to layers, click the Layer pane in the status bar to display the popup layer list. You can set the current layer; change the on/off, locked/unlocked state; and the layer color. In addition, right-click the layer name to create a new layer, rename a layer, delete the selected layer, select objects on the selected layer, change objects to the selected layer, and copy objects to the selected layer. Accomplish more detailed layer management with the Layers window. Right-click the Layer pane to open the Layers window. The Layers window sets the current layer, locks and unlocks layers, turns layers on and off, changes the layer color and sets the layer render material. You can create new layers, delete layers, move layers up or down in the layer list, filter the layer list, set the current layer to match an object in the model, change objects to a selected layer, select all layers, and invert the selection. The SelLayer command selects all objects on a layer.
Groups
A group is a collection of objects that select as one for moving, copying, rotating, or other transforms and applying properties such as object color. Grouping objects assigns a group name to each object that is displayed as a part of its properties. Objects with the same group name belong to the same group. Group groups objects for selection. A group can contain one or more sub-groups. Ungroup destroys the group. SetGroupName changes the name assigned by default. Naming different groups to the same name combines those groups into one. AddToGroup and RemoveFromGroup add and remove objects from groups. SelGroup selects groups by name.
Blocks
A block is another way of associating objects together to form a single object. The Block command creates a block definition in the current model. The Insert command places instances of this block definition in your model. You can scale, copy, rotate, array, and otherwise transform block instances in the model. If you redefine the block definition, all instances of the block are changed to this new definition. Blocks can streamline modeling, reduce model size, and promote standardization of parts and details. Multiple instances of block can be located, scaled, and rotated into a model with the Insert command. Block definitions are created with the Block or Insert command. Materials and other object properties on block instances are determined by the component objects.
23
O R G A N I Z I N G
T H E
M O D E L
Exploding a block instance places the block geometry using the instance location, scale, and rotation. To redefine a block, use the Explode command to return the block instance to its original geometry, edit the geometry, and define the block again with the Block command using the same block name. The BlockManager command displays a dialog box that lists all the block definitions in the model. Use the Block Manager dialog box to view block properties, export a block definition to a file, delete a block definition and all its instances, update a block definition from a file, find out what blocks are nested in other blocks, and count the number of block instances in the model.
Worksessions
The Worksession command lets many users work on a large project by managing many files. Each user can edit a different file in the project and at the same time see the related portions of the project. By refreshing as needed, each user can see the current version of the related files in the projects. Only one user can have a file open for editing, but many users can see it. Rhino worksessions let you attach external files to your current work environment. Attached geometry cannot be edited (move, scale), but it can be used for input to creation commands (copy, extrude).
24
A N N O T A T I O N
Annotation
Rhino provides the ability to add notation to your model in the form of dimensions, leaders, and text blocks. These appear as objects in the model. A different form of notation, the annotation dots and arrowheads, always display facing towards the view plane. In addition, you can add notes to the model. Notes do not appear in the model, but display in a separate window.
Dimensions
You can dimension objects in your model, with your choice of font, units display, decimal precision, text and arrow size, and text alignment. After dimensions are placed, you can select all dimensions, edit dimension text, turn control points on to move dimension elements, and delete dimensions. You can place horizontal, vertical, aligned, rotated, radial, diameter, and angle, text blocks, leaders, and create a 2-D hidden line drawing. Dimensions are not associative. Changing your geometry will not update the dimension; likewise, changing the dimension will not update your geometry. The Dim command places horizontal and vertical dimensions depending on the direction you pick the points. Dimensions are created using the current dimension style. Create new dimension styles to control text size and font, and other dimension properties. Use the settings in the Document Properties dialog box to create new styles and set the properties of existing styles.
Text
The Text command places annotation text in your model.
Leaders
The Leader command draws an arrow leader.
25
A N N O T A T I O N
Annotation Dots
The Dot command places a text dot. Dots are always parallel to the view. There are no controls for the dot size. Dots are displayed in the layer color. Dot size is constant on the screen. As you zoom in and out, the dot displays the same size.
Notes
The Notes command provides a means of storing text information in your model file. You can type information directly into the Notes text box. If you leave the Notes box displayed when you close the model file, it will display the next time the file is opened.
26
R E N D E R
Render
In addition to shaded previews, Rhino provides full-color rendering with lights, transparency, shadows, textures, and bump mapping. If you want to create photo-realistic renderings, use a full-featured rendering program, such as Flamingo. Objects will render white until you add render color, highlight, texture, transparency, and bumps. These attributes are controlled through the Properties window, Material page.
Lights
In every Rhino rendering there are light sources that Rhino uses to calculate how the objects are to be illuminated. If you do not add any light sources to your scene, the default light is used. The default light is a directional light with parallel rays that acts as though you have a lamp shining over your left shoulder.
Render Mesh
When you shade or render your model, Rhino automatically generates a polygon mesh for each surface. These meshes are not visible in wireframe view mode, but are only used for rendering and shading. These meshes are saved and will be used the next time you render unless you change the model. This makes rendering much faster after the first time. Render meshes can considerably increase the size of your model file. If you would like to save file space, the Save Small checkbox on the Save dialog box delete the saved mesh from the model. Jagged Objects A possible problem with rendering is jagged-looking objects that should be smooth. This is because Rhino generates polygon meshes from all NURBS objects into before rendering. Depending on the shape of the objects, the default mesh settings may not create enough polygons, which can make the individual polygons distinguishable, and since the polygons are flat, they look jagged. In the Document Properties dialog box, on the Mesh page, under Render mesh quality click Smooth & slower, or you can use a Custom option.
27
T U T O R I A L :
S O L I D S
A N D
T R A N S F O R M S
Enter Coordinates
When you pick a point with the mouse, the point lies on the construction plane of the active viewport unless you use a modeling aid such as object snap or elevator mode. When Rhino prompts for a point, you can enter x-, y-, and z-coordinates instead of picking a point. Each viewport has its own construction plane on which its x- and y-coordinates lie. The z-coordinate for the active viewport is perpendicular to the x-y plane. The grid is a visual representation of the construction plane. The intersection of the dark red and green lines shows the location of the origin point (x=0, y=0, z=0) of the coordinate system.
Start the model 1 2 Begin a new model. In the Template File dialog box, select Small Objects - Centimeters.3dm, and click Open.
Draw an ellipsoid 1 2 3 Turn on Ortho. From the Solid menu, click Ellipsoid > From Center. With the Top viewport active, at the Ellipsoid center prompt, type 0,0,11 and press Enter. This places the center point of the ellipsoid at x=0, y=0, and z=11. Look at the point in the perspective viewport.
28
T U T O R I A L :
S O L I D S
A N D
T R A N S F O R M S
4 5
At the End of first axis prompt, type 15 and press Enter. Move the cursor to the right to show the direction and click.
6 7
At the End of second axis prompt, type 8 and press Enter. Move the cursor up to show the direction and click. This sets the width of the ellipsoid.
At the Pick point prompt, type 9 and press Enter. You now have an egg shape that has different dimensions in all three directions.
Rotate the perspective viewport so you are looking along the x-axis as illustrated. Turn on Shaded Viewport display in the Perspective viewport.
29
T U T O R I A L :
S O L I D S
A N D
T R A N S F O R M S
Create the axle 1 2 From the Solid menu, click Cylinder. With the Front viewport active, at the Base of cylinder prompt, type 9,6.5,10 and press Enter. At the Radius prompt, type .5 and press Enter. At the End of cylinder prompt, type 20 and press Enter.
3 4
Create a wheel hub 1 2 3 4 From the Solid menu, click Cylinder. With the Front viewport active, at the Base of cylinder prompt, type 9,6.5,10 and press Enter. At the Radius prompt, type 4 and press Enter. At the End of cylinder prompt, type 2, and press Enter.
30
T U T O R I A L :
S O L I D S
A N D
T R A N S F O R M S
In the Front viewport drag the cursor as illustrated, and click to position the hexagon.
Make a solid from the polygon 1 2 3 Select the hexagon you just created. From the Solid menu, click Extrude Planar Curve > Straight. At the Extrusion distance (Direction BothSides=No Cap=Yes Mode=Straight) prompt, notice the command options. Many commands have options. You will learn how to change and use them as you learn to use the commands. Take a moment and look at the options available for the ExtrudeCrv command. Press F1 to look at the Help topic for this command. The Help topic explains the options. 4 At the Extrusion Distance prompt, type -.5 and press Enter. Notice the negative number. If you type a positive number at this point, the nuts will be buried in the wheel hub. You want them to stick out.
31
T U T O R I A L :
S O L I D S
A N D
T R A N S F O R M S
Assign Colors
Now that you have the basic parts built, you are going to assign colors to them before we start copying them. If we wait until we have all the parts, you will have to select 20 lug nuts separately. If we assign colors now, the color property will be copied when we copy the parts. Assign color to the parts 1 2 3 4 Select the lug nut. From the Edit menu, click Object Properties. In the Properties window, switch to Material properties. In the Properties window, on the Material page, under Assign by, click Basic, and then click the color swatch.
5 6
In the Select Color dialog box, under Named Colors, click Black, and then click OK. Select the toy body and repeat steps 4 through 6. You will be assigning colors to objects as we go along.
32
T U T O R I A L :
S O L I D S
A N D
T R A N S F O R M S
The hexagon curve is still there, so be sure you select the extruded lug nut. (The selection menu will list it as a polysurface.) 3 With the Front viewport active, at the Center of polar array prompt, use the Cen object snap to snap to the center of the hub. At the Number of elements prompt, type 5 and press Enter. At the Angle to fill <360> prompt, press Enter.
4 5
5 6
Set the Color of the tire to Black and the Gloss finish to about 40. Render the Perspective viewport.
33
T U T O R I A L :
S O L I D S
A N D
T R A N S F O R M S
Mirror the wheel to the other side 1 2 3 In the Top viewport, use a window to select the wheel as illustrated. From the Transform menu, click Mirror. At the Start of mirror plane prompt, type 0,0,0 and press Enter.
At the End of mirror plane prompt, with Ortho on, drag to the right in the Top viewport as illustrated and click.
Mirror the front wheels and axle 1 2 3 In the Top viewport, use a window to select the wheels and axle as illustrated. From the Transform menu, click Mirror. At the Start of mirror plane prompt, type 0,0,0 and press Enter.
At the End of mirror plane prompt, with Ortho on, drag down in the Top viewport as illustrated and click.
34
T U T O R I A L :
S O L I D S
A N D
T R A N S F O R M S
4 5
Repeat the Sphere command. At the Center of sphere prompt, in the Top viewport, type -13,-4,15 and press Enter. At the Radius prompt, type 2 and press Enter. Change the color of the pupil to black.
6 7
Mirror the eye 1 2 In the Top viewport, use a window to select the eye as illustrated. From the Transform menu, click Mirror.
3 4
At the Start of mirror plane prompt, type 0,0,0 and press Enter. At the End of mirror plane prompt, with Ortho on, drag to the left in the Top viewport as illustrated and click.
35
T U T O R I A L :
S O L I D S
A N D
T R A N S F O R M S
5 6
Right-click the Perspective viewport title. From the Viewport title menu, click Rendered.
At the Next point prompt, click to the left of the ellipsoid in the Top viewport.
36
T U T O R I A L :
S O L I D S
A N D
T R A N S F O R M S
Planar mode keeps successive points at the same construction plane elevation. Planar mode can be overridden with elevator mode or object snaps. Watch the curve in the Top and Front viewports. 8 At the Next point prompt, use elevator mode to add another point in the Top viewport.
At Next point prompts, turn off Planar mode and click several more points in the Top viewport to create a curved line.
Notice that the points are projected to the Top construction plane.
10 Draw an Ellipsoid to represent a handle at the end of the curve. In the Osnap dialog box, clear the Disable checkbox and use the End object snap to snap the ellipsoid to the end of the curve
37
T U T O R I A L :
S O L I D S
A N D
T R A N S F O R M S
Make the cord fat 1 2 3 4 5 Select the curve you just made at the front of the pull toy. From the Solid menu, click Pipe. At the Start radius prompt, type .2 and press Enter. At the End radius prompt, press Enter. At the Point for next radius prompt, press Enter. The pipe will be the same diameter for the full length of the curve. 6 7 Set Materials for the objects. Render the Perspective viewport.
38
T U T O R I A L :
R E V O L V E
C U R V E S
39
T U T O R I A L :
R E V O L V E
C U R V E S
Draw a Centerline
Draw a construction centerline through the center of the old flashlight. Draw the construction centerline 1 2 From the Curve menu, click Line, and then click Single Line. At the Start of line prompt, use the Center object snap to place the start of the line at the center of the flashlight base. At the End of line prompt, turn Ortho on, and draw the line through the exact center of the old flashlight.
2 3
Use the End object snap to start the curve at the end of the construction centerline. Use the Near object snap to end the curve on the construction centerline. Starting and ending the curve exactly on the line is important so that later when you revolve the curve to create a solid, there will be no gaps or overlapping parts. When drawing the curve, use Ortho to control the first two points on the curve. If the first two points and the last two points are placed in a straight line, the curve will start and end tangent to that line.
40
T U T O R I A L :
R E V O L V E
C U R V E S
When you have placed the last control point, press Enter to finish drawing the curve. To place the last two points in a straight line with each other, use grid snap, Ortho, or Perp object snap.
41
T U T O R I A L :
R E V O L V E
C U R V E S
42
T U T O R I A L :
R E V O L V E
C U R V E S
Assign object properties and render 1 2 Draw a Plane under the flashlight to provide an object to receive shadows. From the Edit menu, click Object Properties, and select the Material window. Set the properties for each of the flashlight parts. Render the Perspective viewport.
3 4
43
T U T O R I A L :
S W E E P ,
L O F T ,
A N D
E X T R U D E
A model is provided as a starting point. If you have not completed the Getting Started tutorials in the Rhino Help, try them first. To open the headphone model 1 2 On the Rhino Help menu, click Learn Rhino, and then click Open Tutorial Models. Open the model file Headphone.3dm.
3 4
From the Surface menu, click Loft. At the Adjust curve seams prompt, note the display of the curve direction arrows at the seam points, and press Enter In this model, they are nicely lined up for you, so you do not need to adjust them.
44
T U T O R I A L :
S W E E P ,
L O F T ,
A N D
E X T R U D E
At the Extrusion Distance prompt, type -2 and press Enter. This makes a solid cylinder for the magnet housing that is two units thick and extends in the negative direction from the original curve.
Zoom in on the cylinder 1 2 Select the cylinder. From the View menu, click Zoom, and then click Zoom Selected. The cylinder you just created is a closed polysurface (solid) consisting of three joined surfacesthe side, top, and bottom. To remove the bottom, extract the face. 3 From the Solid menu, click Extract Surface.
45
T U T O R I A L :
S W E E P ,
L O F T ,
A N D
E X T R U D E
At the Select surfaces to extract prompt, select the surface as illustrated and press Enter.
Fillet the edge of the cylinder surface 1 From the Solid menu, click Fillet Edge > Fillet Edge. The current radius setting should be 1. 2 At the Select edges to fillet prompt, select the edge at the top of the cylinder press Enter.
46
T U T O R I A L :
S W E E P ,
L O F T ,
A N D
E X T R U D E
47
T U T O R I A L :
S W E E P ,
L O F T ,
A N D
E X T R U D E
Create the Speaker Cone Cover You are going to fill the area at the base of the padding with a planar surface created from the edge of the sweep. Make a surface from planar curves 1 2 From the Surface menu, click From Planar Curves. Select the curve on the edge of the speaker cone as illustrated.
Create a Solid by Extruding a Curve You can use a planar curve to create a solid shape
48
T U T O R I A L :
S W E E P ,
L O F T ,
A N D
E X T R U D E
To extrude a curve into a solid 1 2 Select the closed curve. From the Solid menu, click Extrude Planar Curve > Straight.
Fillet the Edges to Smooth Them You can round the sharp edges with a fillet. Fillet the edges 1 2 3 From the Solid menu, click Fillet Edge > Fillet Edge. At the Select edges to fillet prompt, type .2 and press Enter. At the Select edges to fillet prompt, select both edges and press Enter.
49
T U T O R I A L :
S W E E P ,
L O F T ,
A N D
E X T R U D E
Create the Mounting Pins You can create the mounting pins with the Pipe command. To create a tubular surfaces from the shape curves 1 2 3 Select the curve at the top of the bracket. From the Solid menu, click Pipe. At the Starting radius prompt, type .3 and press Enter. Before typing the radius, make sure the options are set to Cap=Flat and Thick=No. 4 5 6 7 At the End radius prompt, press Enter. At the Point for next radius prompt, press Enter. Select the curve at the bottom of the bracket. From the Solid menu, click Pipe.
8 9
At the Starting radius prompt, type .2 and press Enter. At the End radius prompt, press Enter.
50
T U T O R I A L :
S W E E P ,
L O F T ,
A N D
E X T R U D E
Create an ellipse perpendicular to a curve 1 2 3 Turn Ortho on. From the Curve menu, click Ellipse, and then click From Center. At the Ellipse center prompt, click AroundCurve.
At the Ellipse center prompt, snap to an endpoint of the headband curve. Use the End object snap. At the End of first axis prompt, type 0.5 and press Enter. At the End of first axis prompt, drag the cursor in the x-direction and click.
5 6
7 8
At the End of second axis prompt, type 2, and press Enter. At the End of second axis prompt, drag the cursor in the y-direction and click.
Array a curve along a path 1 2 3 Select the ellipse. From the Transform menu, click Array, and then click Along Curve. At the Select path curve prompt, select headband curve.
51
T U T O R I A L :
S W E E P ,
L O F T ,
A N D
E X T R U D E
In the Array Along Curve Options dialog box, under Method, set the Number of items to 3. Under Orientation, click Freeform and click OK.
Scale the Ellipse In the next step, scale the center ellipse to make it larger. Scale the ellipse 1 2 Select the center ellipse. From the Transform menu, click Scale, and then click Scale1-D. Scale1D stretches an object in one direction. 3 At the Origin point prompt, in the Perspective viewport, snap to the center of selected ellipse. At the Scale factor or first reference point prompt, type 2, and press Enter. At the Second reference point prompt, drag the cursor in the y-direction and click.
Sweep along one rail 1 2 3 From the View menu, click Zoom, and then click Extents All. Select the curves. From the Surface menu, click Sweep 1 Rail.
52
T U T O R I A L :
S W E E P ,
L O F T ,
A N D
E X T R U D E
At the Adjust curve seams prompt, examine the direction and seam points of the curves to make sure they are not twisted, and press Enter. In the Sweep 1 Rail Options dialog box, click OK.
Create a Rounded Shape at the Ends of the Headband Using the same ellipse that formed the first cross-section curve for the headband, create a rounded end for the headband. To create the surface that will be joined to the headband, split the ellipse in half. Split the ellipse in half 1 2 From the View menu, click Zoom, and then click Window. In the Perspective viewport, zoom in on the left end of the headband you just created. Turn on Quad object snap. Select the ellipse. From the Edit menu, click Split.
3 4 5
6 7
At the Select cutting objects prompt, type P, and press Enter. At the Point to split curve prompts, snap to the two quadrants at the narrow axis of the ellipse. At the Point to split curve prompt, press Enter. The ellipse is split into two halves.
Create a surface of revolution 1 2 Select left half of the ellipse. From the Surface menu, click Revolve.
53
T U T O R I A L :
S W E E P ,
L O F T ,
A N D
E X T R U D E
3 4 5 6
At the Start of revolve axis prompt, snap to the end of the ellipse half. At the End of revolve axis prompt, snap to the other end of the ellipse half. At the Start angle... prompt, type 0, press Enter. At the Revolution angle... prompt, type 180, press Enter. A rounded surface is created at the end of the headband.
Join the surfaces 1 2 Select the surfaces. From the Edit menu, click Join. Three surfaces joined into one polysurface.
Make the helix 1 2 3 From the Curve menu, click Helix. At the Start of axis prompt, click AroundCurve. At the Select curve prompt, select the long free-form curve.
54
T U T O R I A L :
S W E E P ,
L O F T ,
A N D
E X T R U D E
At the Radius and start point prompt, type 1 and press Enter. This sets the radius for the helix. At the Radius and start point prompt, set Turns=30, and NumPointsPerTurn=8. At the Radius and start point prompt, in the Right viewport drag the cursor to the left and click.
Match and join the helix to the end curves 1 2 3 From the View menu, click Zoom, and then click Window. In the Perspective viewport, zoom in on the left end of the helix you just created. From the Curve menu, click Curve Edit Tools, and then click Match.
4 5 6 7
At the Select open curve to change - pick near end prompt, select near the left end of the helix. At the Select open curve to match - pick near end prompt, select near the lower end of the vertical curve. In the Match Curve dialog box, under Continuity, click Tangency, under Preserve other end, click Position, and click Join. Repeat steps 3 through 6 for the other end of the helix.
Create the speaker wire 1 2 3 4 5 Select the extended helical curve. From the Solid menu, click Pipe. At the Starting radius prompt, type .2 and press Enter. At the End radius prompt, press Enter. At the Point for next radius prompt, press Enter.
55
T U T O R I A L :
S W E E P ,
L O F T ,
A N D
E X T R U D E
6 7 8 9
Select the curve at the top left. From the Solid menu, click Pipe. At the Starting radius prompt, type 0.1 and press Enter. At the End radius prompt, press Enter.
Delete all the shape curves 1 2 3 Press Esc to deselect everything. From the Edit menu, click Select Objects, and then click Curves. Press the Delete key.
Mirror the left half of the headphones 1 In the Front viewport, window select the objects as illustrated. (Select the speaker, bracket, small wire, and rotated ellipse.)
From the Transform menu, click Mirror. The Mirror command depends on which viewport is active. It uses the construction plane in the active viewport to define the mirror plane. The mirror plane is perpendicular to the construction plane. Two points define the line in this plane about which the selected objects are mirrored.
At the Start of mirror plane prompt, type 0,0. This is the first point of the mirror line.
56
T U T O R I A L :
S W E E P ,
L O F T ,
A N D
E X T R U D E
At the End of mirror plane prompt, turn on Ortho, and drag the mirror line straight up and pick.
Complete the headphone model Add materials to the headphones and render.
57
T U T O R I A L :
P O I N T
E D I T I N G
A N D
B L E N D
S U R F A C E S
If you have not completed the Rubber Duck tutorial in the online Rhino Getting Started, try it first. To view the online tutorial, from the Rhino Help menu table of contents, click Getting Started.
Use the Rebuild command to add more control points to the sphere. In the Rebuild Surface dialog box, set the Point count in the U and V directions to 8 and the Degree in the U and V directions to 3. Check Delete input. Click OK.
58
T U T O R I A L :
P O I N T
E D I T I N G
A N D
B L E N D
S U R F A C E S
Use the PointsOn command to turn on the spheres control points. Look in all the viewports at the structure of the control points. The next step will change this structure so the influence of moving the control points does not extend over the whole sphere.
Use the InsertKnot command to insert two knots in the sphere in the area where you want the neck. Insert the knots in the u-direction only as illustrated.
Reposition control points to create the indentation for the neck and to reform the body shape. You might try the following operations: Use the SetPt command to create a flat bottom. In the Front viewport, select all the control points in the lowest rows of the sphere and set them to match the bottom pole point in the world z-direction only. In the Set Points dialog box, check Set Z, clear the Set X and Set Y checkboxes, and click World. Drag the selected control points up.
59
T U T O R I A L :
P O I N T
E D I T I N G
A N D
B L E N D
S U R F A C E S
This will align all of the selected control points to the same z-value (up in Front viewport), flattening the surface.
Select rows of control points with a window and drag them up or down in the Front viewport.
Use WireFrameViewport mode if you find it easier to select control points in wireframe views.
Select rows of control points with a window in the Front viewport. In the Top viewport, use the Scale2D command to move them closer or farther away from the central point. To pick the base point for the Scale2D command use the Point object snap with Project turned on. This will scale the points parallel to the construction plane. Watch the Front viewport to see the changes in the body shape as you move the control points closer to and farther from the center.
60
T U T O R I A L :
P O I N T
E D I T I N G
A N D
B L E N D
S U R F A C E S
Experiment with the Project setting in the Osnap toolbar to see how it works. You will be able to see the tracking line projected to the construction plane in the viewports. Match the example model or use your own shape.
10 Move individual groups of control points to make the body slightly flatter in the front near the neck as illustrated.
At the End of second axis prompt, type 1.1 to constrain the distance. Using these constraints has created a circular ellipsoid when seen from the top. Drag the cursor up or down in the Top viewport and pick.
61
T U T O R I A L :
P O I N T
E D I T I N G
A N D
B L E N D
S U R F A C E S
Move the eye onto the surface 1 2 3 Select the eye ellipsoid in the Top or Perspective viewport. Start the OrientOnSrf command. At the Reference point 1 prompt, in the Top viewport, pick the center of the ellipsoid. At the Reference point 2 prompt, pick any point to the right or left of the eye ellipsoid. The exact location is not important. 5 6 At the Surface to orient on prompt, select the penguin body/head. In the Orient on Surface dialog box, uncheck the Copy objects option, click OK. At the Point on surface to orient to prompt, move the cursor onto the head to where you want to place the eye and click. Use the Mirror command in the Front viewport to create the second eye.
7 8
62
T U T O R I A L :
P O I N T
E D I T I N G
A N D
B L E N D
S U R F A C E S
Create the beak shape 1 In the Top viewport, start the Ellipsoid command. Place the center point anywhere. 2 At the End of first axis prompt, type 3 to constrain the distance from the center point to the end of the axis to three units. Drag the cursor to the right and pick.
At the End of second axis prompt, type 2 to constrain the distance. Using these constraints creates a circular ellipsoid when seen from the top. Drag the cursor up or down in the Top viewport and pick.
Turn on the control points (F10). In the Front viewport, select the lower row of points and drag them down.
63
T U T O R I A L :
P O I N T
E D I T I N G
A N D
B L E N D
S U R F A C E S
Select the row of points in the top center and drag them down to shape the beak. Try using the Nudge keys (Alt + Arrow direction keys) to nudge the selected points.
Use the Rebuild command to add more control points to the ellipsoid. In the Rebuild Surface dialog box, set the Point count in the U and V directions to 8 and the Degree in the U and V directions to 3. Check Delete input. Click OK.
64
T U T O R I A L :
P O I N T
E D I T I N G
A N D
B L E N D
S U R F A C E S
Create the webbed feet 1 Insert four knots in the ellipsoid as illustrated.
Use window and crossing selections to select the control points on both the top and bottom of the ellipsoid.
65
T U T O R I A L :
P O I N T
E D I T I N G
A N D
B L E N D
S U R F A C E S
Use the Scale2D command to scale the control points out from the center of the foot. Use the Point object snap to set the base point of the scale to the center point of the ellipsoid. Drag the points to make the whole foot about twice the size of the original ellipsoid.
Position the feet 1 2 Use the Move command to move the foot under the penguin body. Use the Rotate command to rotate the foot out slightly.
Flatten the bottoms of the feet To finish the feet, create a plane through the feet and use a Boolean intersection to trim the feet, the plane, and join the surfaces in one step. 1 2 Select the feet. In the Front viewport, use the CutPlane command to make a planar surface that passes through the feet as illustrated.
66
T U T O R I A L :
P O I N T
E D I T I N G
A N D
B L E N D
S U R F A C E S
The CutPlane command makes a plane that passes through the selected surfaces along the line you draw.
3 4 5
Select the plane and the feet. Start the Boolean2Objects command. Click through the preview options until the result is the flat feet as illustrated, and press Enter.
Use the Rotate and Move commands to place the tail in position.
Attach the tail to the body with a smooth blend 1 Use the BooleanUnion command to trim and join the tail and the body shapes. The transition between the tail and body is rather abrupt; so replace this with a smooth blend surface.
67
T U T O R I A L :
P O I N T
E D I T I N G
A N D
B L E N D
S U R F A C E S
To do this, you must first create a gap between the two parts for the blend surface to fill. 2 Use the Pipe command to create a circular surface around the edge between the body and tail. At the Select curve to create pipe around prompt, select the edge between the tail and the body. At the Radius for closed pipe prompt, type .4.
Use the BooleanDifference command to trim both the body and the tail surfaces inside the pipe. Use the DeleteInput option to delete the original surfaces.
At the Select first set of surfaces prompt, select the body/tail and press Enter. At the Select second set of surfaces prompt, select the pipe surface and press Enter. Use the Explode command to separate the parts. Delete the part of the pipe remaining between the body and tail.
6 7
Use the BlendSrf command to create a smooth surface between the tail and the body.
68
T U T O R I A L :
P O I N T
E D I T I N G
A N D
B L E N D
S U R F A C E S
Use the Rebuild command to add more control points to the ellipsoid. In the Rebuild Surface dialog box, set the Point count in the U and V directions to 8 and the Degree in the U and V directions to 3. Check Delete input. Click OK.
Use the Bend command in the Front viewport to bend the top of the wing shape toward the body. At the Start of spine prompt, in the Front viewport, pick near the bottom of the wing. At the End of spine prompt, pick near the top of the wing. At the Point to bend through prompt, drag the top of the wing toward the body.
69
T U T O R I A L :
P O I N T
E D I T I N G
A N D
B L E N D
S U R F A C E S
If further positioning is needed, use the Rotate and Move commands to place the wing.
Attach the wings to the body with a smooth blend To create the gap between the wings and body to fill with a blend surface, try a slightly different approach from the tail. Create the pipe and trim the surfaces inside the pipe. 1 To trim the wing hole and the wing, select both wings and the body and use the BooleanUnion command. Use the Explode command to separate the parts.
Use the Pipe command to create a circular surface around the edge between the body and each wing. At the Select curve to create pipe around prompt, select the edge of the hole in the body or the edge of the wing surface. At the Radius for closed pipe prompt, use a radius of about .6.
70
T U T O R I A L :
P O I N T
E D I T I N G
A N D
B L E N D
S U R F A C E S
Use the Trim command to trim the body and wing surfaces inside the pipe surfaces. Delete the pipe surfaces.
Use the BlendSrf command to create a smooth surface between each wing and the body. Join the blends and wings to the body
Finishing Touches
To finish the penguin, split the front part of the body so a different material can be applied to it. Separate the front part of the body 1 In the Right viewport, draw a curve from the beak down to the bottom as illustrated.
2 3
Use the Split command to split the body surface with the curve. Use the Join command to join the body (except the front), the tail, and the wings.
71
T U T O R I A L :
P O I N T
E D I T I N G
A N D
B L E N D
S U R F A C E S
72
T U T O R I A L :
L O F T
B O A T
H U L L
Rhino is used by marine designers in many segments of the industry. For more tutorials and information about marine design, see the Rhino Web site at www.rhino3d.com. Marine Terms Used in this Tutorial Sheer The fore-and-aft curvature from the bow to the stern of a ships deck as shown in side elevation. Chine The intersection of the bottom and the sides of a flat or v-bottomed boat. Transom The planking forming the stern of a square-ended boat. Fair The meaning of fair is much debated in the marine industry. No one can define it, but they know when they see it. Although fairing a surface is traditionally associated with hull surfaces, all visible surfaces on any object can benefit from this process. In Rhino, the first cue for fairness in a surface is the spacing of the surface display isocurves. There are other characteristics of fair curves and surfaces. Although a curve or surface may be fair without exhibiting all of the characteristics, they tend to have these characteristics. If you keep these in mind while modeling, you will end up with a better final product. The guidelines for creating a fair surface include: Use the fewest possible control points to get the curve shape. Use the fewest possible curves to get the surface shape.
73
T U T O R I A L :
L O F T
B O A T
H U L L
The designers lines are illustrated. The sheer and chine have been extended at the forward and aft ends to accommodate the lofting process.
Start the Model 1 2 On the Rhino Help menu, click Learn Rhino, and then click Open Tutorial Models. Open the model file Victory.3dm. The lines are laid out on the Plan layer and the Profile layer.
The curvature graph should be continuous and exhibit the characteristics desired for the curve. When the curve is concave downward, the graph will be above the curve. Conversely, concave upward curves will have their graphs below them. The point of inflection (where the curve is neither concave upward nor downward) is indicated where the graph crosses the curve. Rebuild the Curves Before doing any point editing to make the curves fair, rebuild the curves to remove excess control points. Select each curve and use the Rebuild command to reduce the number of points and set the degree. Do not use more points than you absolutely need.
74
T U T O R I A L :
L O F T
B O A T
H U L L
Use the CurvatureGraphOn command to check the curves again for fairness. If the curvature graph is still not satisfactory, move the control points until you have a smooth graph. Proceed with the rest of the curves in the model to be certain they are fair before beginning to surface the model. Rebuild the curves 1 2 3 Select the sheer curve. Start the Rebuild command. In the Rebuild Curve dialog box, change the Point count to 6 and the Degree to 5.
Start the Crv2View command. The three-dimensional representation of that curve will be created.
75
T U T O R I A L :
L O F T
B O A T
H U L L
When you are satisfied that the proper curve was created, delete or Hide the two-dimensional representations. Repeat the Crv2View command for the chine curve.
Split the centerline curve with the curve extension and Join the curve extension to the aft part of the split centerline. This creates a new bottom curve to use for the surface loft.
76
T U T O R I A L :
L O F T
B O A T
H U L L
Loft the side and bottom and the chine and centerline 1 2 Select the chine and 2-D centerline. Start the Loft command. In the Loft Options dialog box, under Cross-section curve options, select Rebuild with..., and set the control point count to 15, click OK.
Repeat the Loft for the side panel, selecting the surface edge and the sheer curve. Loft with the same settings in the Loft Options dialog.
Trim the side and bottom to the trim line Use the Trim command to trim the side and bottom as illustrated.
77
T U T O R I A L :
L O F T
B O A T
H U L L
Trim the hull surfaces 1 2 3 Select the transom centerline. Start the Trim command. In the Front viewport, at the Select object to trim prompt, select the hull side and bottom surfaces aft of the transom centerline. Set UseApparentIntersections=Yes.
Mirror the Hull and Create the Keel Surface In the Right or Top viewport, Mirror the two hull surfaces about the centerline. Use the EdgeSrf command to create surfaces between the two hull halves.
78
T U T O R I A L :
L O F T
B O A T
H U L L
Mirror the hull surfaces 1 2 3 Select the two hull surfaces. Start the Mirror command. In the Top viewport, at the Start of mirror plane prompt, type 0, press Enter. At the End of mirror plane prompt, with Ortho on, drag the mirror plane along the x-axis, and click.
Create the keel surface 1 2 Start the EdgeSrf command. At the Select 2, 3, or 4 curves prompt, select the two inner edges of the hull bottom along the keel.
3 4
Repeat the EdgeSrf command. At the Select 2, 3, or 4 curves prompt, select the two inner edges of the hull sides along the keel.
Extrude the Transom Surface To create the transom surface, Extrude the transom centerline. Extrude the surface 1 2 3 In the Front viewport, select the extended transom centerline. Start the ExtrudeCrv command. At the Extrusion distance prompt, set BothSides=Yes and Mode=Straight. In the Perspective viewport, drag the extension beyond the hull surface.
79
T U T O R I A L :
L O F T
B O A T
H U L L
Trim the Transom Trim the transom surface with the hull and a line from the hull edges. Trim the transom 1 2 Draw a line between the two hull edges. Start the Trim command.
At the Select cutting objects prompt, select all of the hull surfaces, including the keel surface and the line at the top of the hull, press Enter. At the Select object to trim prompt, select the transom surface outside of the hull lines, press Enter.
80
T U T O R I A L :
L O F T
B O A T
H U L L
Draw the Cross-section Curve for the Deck Surface Use the Project command to project the vertical line to the side of the hull. This line will act as a marker for the end of the curve. In the Front viewport, draw a curve from the end of the deck centerline curve to the end of the projected curve on one side of the hull. Use Planar mode to keep the curve planar. Place the first three control points using Ortho to keep them lined up at the center. Project the vertical deck edge to the hull 1 2 Select the hull and the vertical line. In the Front viewport, use the Project command to project the curve to the hull. The curve will project to both sides of the hull, so you can draw your crosssection curve on either side.
Draw the cross-section curve 1 2 Click the Planar pane in the status bar to turn on Planar mode. In the Front viewport, use the Curve command to draw a control point curve from the top end of the deck centerline curve to the top of the curve projected to the hull. Use Ortho to place the first three control points in a straight line. Use the End object snap to place the last point at the top of the projected curve on the hull.
81
T U T O R I A L :
L O F T
B O A T
H U L L
Create the deck surface 1 2 Use the Sweep2 command to create the deck surface. At the Select rail curves prompts, select the centerline curve and the hull edge. At the Select cross section curves prompt, select the cross-section curve you created from the deck centerline curve to the projected curve on the hull, press Enter Use the Mirror command to copy the deck surface to the other side. At the Start of mirror plane prompt, in the Top viewport, type 0, press Enter. 5 At the End of mirror plane prompt, in the Top viewport, drag the mirror plane with Ortho on.
Use the EdgeSrf command to create the small triangular surface at the tip of the bow.
82
83
T U T O R I A L :
T R A C E
I M A G E S
Note
The top and side views are actually of different specimens of this dragonfly. In the side view, the wings are folded up. We will be using the side view image only to draw the side view curves of the body.
84
T U T O R I A L :
T R A C E
I M A G E S
Set up the images 1 Use the Line command to draw a reference line the length you want the dragonfly to be. Use grid snap or enter a distance to control the length of the line. 2 In Windows Explorer, navigate to the folder where the tutorial models are stored. To find this folder, on the Rhino Help menu, click Learn Rhino, and then click Open Tutorial Models. In the tutorial folder, you will find the two images you need for this exercise. Copy these images to convenient folder. 3 4 Start the BackgroundBitmap command with the Place option. Open the image file DragonFly Top.jpg. Place the image in the Top viewport. 5 Repeat the BackgroundBitmap command for the side-view. Place the side-view image in the Front viewport. 6 With the BackgroundBitmap command Align option, place the images so the reference line runs through the center of the image in both views.
Draw the outline curve 1 Use the Curve command to draw a plan view outline of the dragonfly. Draw only up to the neck. You will be creating the head another way. In the Top viewport, you can trace one side and then use the Mirror command to copy the curve around the reference line. The photograph shows that the dragonfly is not symmetrical about its centerline. However, your dragonfly will be somewhat stylized to make drawing it easier.
85
T U T O R I A L :
T R A C E
I M A G E S
In the Front viewport, use the Bend command to bend the curves down at the tail to match the bend in the body curve in that view.
In the Front viewport, trace the body outline using two curves, one above the reference line and one below the reference line. Maximize the viewport and zoom in. Pick only as many points as you need to create the curves. Use more points when rounding a corner and fewer points for a straight section.
Create the body surface 1 Use the CSec command to create crosssection profile curves through the top, bottom, and side curves. Draw only as many cross-section curves as you need to maintain the detail. You will be able to see whether you have enough curves when you loft the surface in the next step. If you do not have enough curves to maintain the shape in an area, you can add more and retry the surface loft. 2 3 Select all the cross-section curves you just created. Use the Loft command to create a surface through the cross-section profiles.
86
T U T O R I A L :
T R A C E
I M A G E S
In the Top viewport, approximate the head size from side to side.
Use the Rebuild command to add more control points to the ellipsoid. Set the point count to 16 in the udirection and 10 in the v-direction.
87
T U T O R I A L :
T R A C E
I M A G E S
Use the PointsOn command to turn on control points for the ellipsoid.
In the Top viewport, select and drag points on both sides of the ellipsoid toward the back to deform the head.
In the Right viewport, drag the middle two rows of points down.
88
T U T O R I A L :
T R A C E
I M A G E S
Use the BlendSrf command to make a blend surface between the head and body. Be sure the seams are aligned and the direction arrows point the same way.
Use the Move and Rotate commands to adjust the position of the eye.
Use the Mirror command to copy the eye to the other side.
89
T U T O R I A L :
T R A C E
I M A G E S
2 3
Use the BooleanDifference command to cut the end out of the tail.
90
T U T O R I A L :
T R A C E
I M A G E S
Draw the legs 1 In the Top viewport, use the Polyline command to trace down the center of the legs. Edit the control points to position the legs in the Top and Front viewports. You will have to use your imagination a little for this since the two pictures do not show the legs of the same insect. 3 Use the Pipe command to draw the legs around the polylines. Refer to the background picture to determine the starting and ending diameter of the pipe. 4 Use the Mirror command to copy the legs to the other side, or draw different legs for the other side.
91
T U T O R I A L :
W R A P
C U R V E S
O N
S U R F A C E
Make a Surface
For this example, create a simple cylinder. Once you have learned the basic technique, you will be able to use other types of surfaces. Remember that trimmed surfaces maintain their basic rectangular shape. This underlying shape will affect the placement of the text. Create a cylinder 1 In the Top viewport, use the Cylinder command with the Vertical option to create a solid cylinder.
(Optional) Use the Explode command to separate the cylinder into three surfaces and Delete the top and bottom of the cylinder.
92
T U T O R I A L :
W R A P
C U R V E S
O N
S U R F A C E
Place the text on the construction plane near the cylinder. The location is not important.
93
T U T O R I A L :
W R A P
C U R V E S
O N
S U R F A C E
Select the cylinder and use the Properties command to turn off the isocurve display on the cylinder. This will show you where the seam of the surface is located. The seam location is important because the rectangle edges match the top and bottom of the cylinder and the seam. Knowing where the seam is will help you visualize how the text will be laid out on the cylinder. In our example the cylinder is rotated so the seam is toward the back in the view.
Move, Rotate, and Scale the text to arrange it inside the rectangle. Add any other decoration curves you want to use.
Use the PlanarSrf command to make the rectangle into a surface. You will use this surface later as a reference object.
Extrude the decoration curves 1 2 If you have created other curves, select these. Use the ExtrudeCrv command to thicken the decorations to match the letters. At the Extrusion Distance prompt, set Cap=Yes. At the Extrusion distance prompt, type .1.
3 4
Wrap the lettering on the cylinder 1 2 3 4 Select the lettering and the decoration. Start the FlowAlongSrf command. At the Base surface prompt, set Rigid=No. Click the rectangular plane near the lower-left corner as illustrated.
94
T U T O R I A L :
W R A P
C U R V E S
O N
S U R F A C E
At the Target surface prompt, click the cylinder near the lower edge of the seam as illustrated.
95
T U T O R I A L :
B L E N D S
A N D
T R I M S
The primary tool used to make this model is the BlendSrf command. It creates smooth, curvature-continuous blends between two or more surfaces. This demonstration shows several ways of creating surfaces (and more importantly the gaps between surfaces) that are amenable to blending.
The creation of the model can be broken into seven steps: 1 Create basic body shape.
96
T U T O R I A L :
B L E N D S
A N D
T R I M S
97
T U T O R I A L :
B L E N D S
A N D
T R I M S
Start the Model 1 2 On the Rhino Help menu, click Learn Rhino, and then click Open Tutorial Models. Open the model file Camera.3dm. The model is organized into layers that follow the steps. You can open this model and follow along with the instructions by turning the layers on and off. Almost every stage involves the creation of a surface that will later be blended to create the smooth, organic model shown above.
98
T U T O R I A L :
B L E N D S
A N D
T R I M S
Extrude the front and back surfaces 1 To create the back surface, use the ExtrudeCrv command to extrude curve 1 in the z-direction. Estimate the height. Make sure it is taller than curve 3. The height is not important, since the top will be trimmed off with the side surface.
To make the front surface, use the ExtrudeCrv command to extrude curve 2 along curve 3.
Create profile curve for side surface With the Curve command, create a profile curve for the side surface. Create this curve in the Front viewport. Be careful to make the curve start and end exactly at the edge of the surface. If the curve stops short, or extends beyond the bottom of the existing surfaces, the trim used in the next step will fail.
Extrude the side surface With the ExtrudeCrv command, extrude the profile curve toward the back. Make sure it fully intersects both the front and back surfaces. An incomplete intersection will make the trims in the next step fail.
99
T U T O R I A L :
B L E N D S
A N D
T R I M S
Trim and join the surfaces Trim the three surfaces. 1 Use the Trim command to trim the front and back surfaces with the extruded side surface.
Use the Trim command to trim the side surface with the front and back surfaces.
100
T U T O R I A L :
B L E N D S
A N D
T R I M S
In the Front viewport, use the Curve command to draw a profile curve.
Use the Trim command to trim the surface with the profile curve.
Trim the side surface 1 2 Use ShowSelected command to unhide the side surface. In the Right viewport, use the Curve command to draw a profile curve. This curve is planar and lies on the construction plane in the Right viewport.
With the Trim command, trim the side surface with the profile curve.
Blend between front and side surfaces There are several options for creating blend surfaces. It is easiest to start with the defaults and see if the result is to your liking. The following illustrations show the results of using the default option.
101
T U T O R I A L :
B L E N D S
A N D
T R I M S
Use the BlendSrf command to create a surface between the front and side surfaces. If you simply allow the surface to be created from the defaults, the corners will be rather square and the way the surface travels around the bends is not very smooth.
To improve this, delete the original blend and make a new blend. The BlendSrf command lets you control the cross-sections of the blend. In this case set the bulge height to around .7 and then place cross section curves along the opening to control how the surface will move around the curves.
When Rhino creates a blend, it creates a series of sections between the two surfaces to blend. These sections flow smoothly from one surface to the other. The number of sections you need depends on the complexity of the blenduse more cross-sections for more complex blends.
Blending the back edge Another approach for creating a gap to blend is to create a fillet surface. A fillet surface has a constant radius. In the process of creating the fillet surface, both surfaces that are being filleted are trimmed with the new surface. You can then delete the fillet and replace it with a blend. You can also create a variable width blend surface with this method, but it is not as flexible as the previous technique. 1 Use the FilletSrf command to create a rolling ball fillet surface between the back surface and the side surface. Use the Trim=Yes option and a radius of 0.7.
102
T U T O R I A L :
B L E N D S
A N D
T R I M S
2 3
Delete the fillet surface. Use the BlendSrf command to create a blend surface in place of the fillet surface. Place extra cross-sections around the corners.
The results may look almost identical in these pictures and they are, almost but when the model is shaded and rotated, the blend surface matches the back and side surfaces more smoothly because of the curvature continuity of the blend. Fillets are only tangent to the surfaces, blends are curvature continuous. Try it yourself to see the difference. 4 Use the Join command to join all the surfaces together into a polysurface.
103
T U T O R I A L :
B L E N D S
A N D
T R I M S
Press F10 to turn on control points and move them to get the curve to wrap around the surface.
Drag the control points in the Right viewport. Turn on Ortho so that the control points only drag parallel to the world y-axis.
Pull the trimming profile curve onto the body surfaces Now that the curve wraps around the body polysurface, you will pull the curve back to the surfaces. You need to pull the curve to each surface separately, resulting in a series of curves. 1 Use the Pull command to pull the curve to each surface separately, resulting in a series of curves. Delete extra curves until you have a series of curves around the surfaces that match the original curve as illustrated.
104
T U T O R I A L :
B L E N D S
A N D
T R I M S
Split the body parts with the curve 1 2 Use the Split command to split each surface with the pullback curves. Delete the unnecessary geometry as illustrated.
Use the ExtrudeCrv command to extrude the curve in both directions from the center profile.
105
T U T O R I A L :
B L E N D S
A N D
T R I M S
Create viewfinder trimming curve To create the viewfinder trimming curve, start with the curve that was pulled back to the camera body. 1 Use the Scale1D command to scale the curve several times to get the curve roughly the right shape.
106
T U T O R I A L :
B L E N D S
A N D
T R I M S
With the Pull command, pull the resulting curve back to the surface.
Use the Trim command to trim the surface with the curve.
Add enough cross sections so that the transitions around the tight turns at the back are smooth.
107
T U T O R I A L :
B L E N D S
A N D
T R I M S
With the ExtrudeCrv command, extrude this profile curve beyond the front and back of the camera.
With the Dir command, check the direction of the surfaces to ensure the body points out, and the bottom points down.
108
T U T O R I A L :
B L E N D S
A N D
T R I M S
Use the BooleanIntersection command to trim and join the two surfaces in one step.
Create bottom edge blend We have used trimming and filleting to create a gap between surfaces for blending. A third technique for creating a gap for a blend is to create a pipe around the edge, split the surfaces with the pipe, and blend between them. This usually gives a slightly different result than the fillet technique. 1 To create the pipe, with the ExtractSrf command, extract the bottom surface from the polysurface.
Use the DupBorder command to create a single closed border curve. This creates a curve that can be used to create the pipe.
With the Pipe command, create a pipe surface around the duplicated border. Use a radius of 0.5.
109
T U T O R I A L :
B L E N D S
A N D
T R I M S
4 5
With the Split command, trim the body and the bottom with the pipe. Delete the unnecessary pieces, including the pipe.
Blend surface on bottom surface 1 With the BlendSrf command, create a blend to fill the gap.
Create the Lens and Blend between the Body and the Lens
The last step is to create the lens and to blend the surface between them. Create the lens profile curve 1 2 With the Polyline command, draw the upper half of lens profile curve. With the Fillet command, fillet the polycurve in a few places to round of some of the sharp corners.
110
T U T O R I A L :
B L E N D S
A N D
T R I M S
Use the Revolve command to create a revolved surface from the profile curves. Snap to end 1 as illustrated for the beginning of the revolve axis. Use Ortho to make the revolve axis parallel to the world y-axis.
Split body and lens with pipe Blend between the body and the lens the same way the bottom edge was blended. 1 With the Intersect command, create the intersection curve between the body and the lens surface.
With the Pipe command, create a pipe surface around the intersection curve with a radius of 0.15.
111
T U T O R I A L :
B L E N D S
A N D
T R I M S
3 4
Split the lens and body with the pipe. Delete the pipe and the extra surfaces.
With the BlendSrf command, fill the gap with a blend surface between body and lens.
112
M O R E
H E L P
More Help
The Rhino Help file is the major resource for detailed information on specific commands. To get help on a specific command To get Help for a command, press F1 while the command is running. On the Rhino Help menu, click Command Help. The Rhino Help will display in a dockable window. Click Auto-Update to display the Help topic for the current command. The Help window appears with the specific command topic visible.
113