Hello everyone welcome back to my YouTube channel
PJ Chen design. This channel is about sharing Rhino 3D knowledge to students
and professionals learning various Rhino3D techniques. We are going to talk
about this key model today. I will show you the detail of the top part. How I
built each parts, and construct it into the solid. We won't talk about the bail
and a chain in this tutorial but you can find a link below
to see the detail tutorials on specific the chain and the bail. Are you ready
let's get started!
if you go to the Google and search for the old design you will have a lot of
black and white image which is actually easier for us to trace in the Rhino
so go ahead to pick up any of the design that you like as a reference. We don't
have to build exactly the same, but some of the design have very intricate scroll
design, for example, will be great for a design reference. So pick up the image
that you like, and save it into somewhere you can find. And we'll use that to trace
in the Rhino. so when we are in the Rhino. Let's go to the top view and type in
"picture frame" for the Rhino 5, or "picture" in Rhino 6. And we're going to the image
that we saved. And bringing into the top view, you can pick up any of the image
that you like. In this case, my demonstration will working on the one
in the left. So I want roughly to scale into the size that I like. In this case
is roughly over... it's about 40 millimeter roughly, and we
can always change the size later. So let's go ahead to lock this one and
since my image is black, I'm going to change my line into... my layer into the red
color, so my line will be easier (to see). My plan is to use "sweep2 rail" command, so we
will need to create a curve for it. Let's use the curve tool and I wanted to
starting from inside of this sphere, so we can have intersect and we can boolean
it later so let's draw the first one, then you
can always use F10 or turn on the control point to find the best curve on
it. Alright so I'm going to draw one more time this one we're gonna draw
somewhere from here and try to find the best curve here. Alright, here I want to
show you a little trick instead of try to trace this puffy part. I usually like
to use the blend tool because it's come up better. I'll pick up this end and this
end, and you can also edit the control point to make sure it fit well. Once you
have done that, you will have three different section. Let's go ahead to hold
the SHIFT key and join them together. After joining we would like to split
into half, and you can always make sure that your Osnap either is on the
midpoint or the quadrant is on, and we use the point to separate them into two
half. So those two will be our rails and let's go to the perspective (view) now. we need
to make a cross-section, so let's use the "arc" tool
and in the arc tool, on the third one, is "start, end and direction" of the arc so
we will do is we will go into the perspective (view) and let's snapping to the end
point and the end point coming to the right view, and holding the SHIFT (key) so that
way you will have a 90 degree. Alright so to create this surface, let's go to
use the.... under the "surface" you have "Sweep2 rail", and this is gonna be rail 1,
rail 2, cross section, and that's how we get this really smooth surface. Alright,
then the rest of the 4, I'm going to fast forward here, so you can see in
the fast pace here. but it pretty much will be the same. As you can see here. I
try to trace all the lines for our rails first, and you will need to reuse the the
first model or the first shape to reuse them so rail, so after I create a first
shape I will need to explore it the curve back to three sections, and use
where is overlapping to be the first rail on all of them, so you can see how I
built this with "Sweep2 rail" command. This is a nice model, but one thing for metal
casting is... if you look at this profile its connecting this way. That
means this is almost no thickness on where is connected. That means when you
are casting. It may cost the issue so what I'd like to do now is just a little
bit change there. I'm going to close all the forms first, and make them into
the solid, and try to overlap and scale it up
a little bit. It might change just a little bit, but it will make your
model cast much better. So I'm going to close this one and this one right here.
so making another surface. We are going to pick up this curve and this curve and
the command I'm using is living under their surface, and this is "surface from
the planar curve" that's the command I'm using, so pickup 2 curve and close this
end here. and the reason we wanted to do that is I'm going to use a "cap" command
but need to make sure that it's only one side is flat and it's opened. You cannot
have two side open to do the command. So I'm gonna do that to all of them
and now what I'm doing is try to join those surface together, and then we can
use the "cap" command. Let me flip it to the other side, so we can see better
that's hide one. Alright so now we can use the CAP command to cap all of
these.
okay so now we have this as I was talking about earlier we need to kind of
scale it up a little bit, and I'm gonna bring it back to my drawing here. I don't
want to be too much difference, because we scale it up we can kind
of bring back together like this. So they are kind of overlapping which also
create a thickness in between. So I'm gonna bring this back here a little bit.
and bring this one back here. Alright so you can see they're overlapping and
if we are we're selecting all of them and use the
"boolean unit" so there will be a good piece and has a thickness on it.
Even though we are going to mirror to the other side, it's also going to increase
the thickness, and I will ensure a better casting quality. Now I finish this part
on the top I'm going to just drop a sphere roughly about right here, and we
can scale it later once we mirror to the other side. Let's work on the part
in the middle. Let's go ahead to lock this one that we already did, and for the
second the middle part, we are still going to use the "sweep2" so let's
creating the first rail roughly about right here, and you can always turn on a
control point to adjust the points to fit into your design more. And this one is
just for our reference, so I'm not gonna make a hundred percent fit, but just want
to show you how I do it for the adjustment. Once we've done the first
rail. The second rail we are going to go roughly from here.
Again, try to follow your design as possible. In this case, it's not gonna be
100%, but one thing I would like to do here is make sure that it's get inside
of this shape there. The reason is the same, we want to make sure that it's
gonna be overlapping, so this is some part that overlapping so we can do a
better boolean unit together so you can go ahead to adjust
the curve to make sure that it fit well okay so then we are going to creating
the circle. I'm gonna use the diameter because I'm going to snapping into the
endpoint right here and right here. Now you see that's a circle it's what we
want it to be vertical so going to the top. There's a vertical, you click on it.
It will be vertical right there, and let's do one more time, endpoint to
endpoint, before you click on the second one you want to use the vertical
option. So let's take a look on the perspective so here's what we have on
that, and I'm going to use the same command "Sweep2 rail" and this is our
rail 1, rail 2, and cross section, cross section. so then we can have something
like this. Alright, you can also.... one things we can do is
before we do that, we want to "record history", and let's do one more time
"Sweep1 rail", rail one, rail 2, cross section, and cross section. So now once we
have done. and if we feel like okay this is not too good of the curve, I can
always turn on the control point, and edit. So that way you can make sure the
the form is intersect with it, or you feel like okay this curve might be too
bumpy, and I want to move a little bit so your shape will follow it. Okay and
you can spend some time to find better shape.
Okay so now we are done with it. I'm not gonna spend too much time to adjust it.
Let's go ahead to finish with two spheres. So let's go to the top view and
I'm going to drop two sphere right here. First one is roughly going to be here,
and it's roughly going to be that big Alright,
the second one will be somewhere here like this big here. So let's go ahead to
cap this one and it will say you break the history. That's alright, because this
is already perfect and we don't need to change too much. Alright so once it's
CAP, I'm going to boolean unit those together. Alright so now it looks okay
but when you're looking at the render view, then you're going to see this line
here and it's not gonna look good. Let's take a look on it so what the goal is
try to make it look as smooth as possible, so we're gonna go back to the
ghost view, and right here we're gonna use the fillet command right here. Let's
go ahead to fillet. 1 might be too small, let's see. Yes, a little bit too
small, so I'm going to try 2.25 and see what happened. Alright it looks
smoother so I'm going to try 2.5 here as well. Okay so now we have
this one. Let's do a little bit test here. Now this is the showing the high of our
first part. The second part apparently is a little bit too fat, so I'm going to do
1D scale down, so it will look something... it's more appropriate to the first part
that we have. Maybe a little bit thicker right there.
alright so that was the first part, and I'm just gonna simply mirror to the other
side, using the endpoint as my mirror point, and let's mirror this one to the
other side, alright so now we have done that part, let's go ahead to finish the
third part. For the third part we are going to separate them into the three
section again. So first section that's going to go from here. That will be our
first section, and let me make them smoother
okay the second line is going to go from here. And don't forget to make sure that
has intersect. So this is roughly will be my second section there. Alright and you
probably kind of guess what I'm going to do here at a tip. Instead of trying to
trace it I'm going to use the blend tool to blend it together. So that will ensure
a better smoother form. Alright so now I have this I'm going to join them
together, and actually I'm going to rebuild this one. It's another trick here
to show you rebuild. You can rebuild it's really close to what
everybody has. But by rebuilding, it will make it much smoother. So look at
this part has a flat section, so now I can move it out a little bit and all
other form will follow. so it will be smoother. And of course after rebuilding,
you kind of need to adjust what you have there to fit into your design, so here's
our perspective we are going to use the arc and then we're going to use the
third one "start, end, and direction" so here's the arc
and let's take a look on the right view. holding the SHIFT, so that way we have
the cross-section vertical. And with this one let's split into two. So rail 1
rail 2, so using a sweep 2 command, rail 1, rail 2, cross section, and
that's how we get that one. We want to close this form by
the command for "surface from planner curve". We're gonna have this curve and this
curve and join them together, and "cap" them. Alright so now I can just simply
mirror this guy back to the other side. so now we only need to.... the last part we
need to do this section here is the top part. So what I like to do is go back to the
top, then we're gonna draw a line, a curve. Let's go inside of this form so we'll
ensure we have a better boolean later on, and we want to mirror that to the other side
okay and try to blend again. I use a lot of blend in this tutorial, I just want to
show you a different way of how I work with curve, and we want to go to the
perspective, and then let's go ahead to use the the same command for the arc
and the snapping into the endpoint, endpoints, holding the SHIFT at the right view
and to create this arc. Let's go ahead to split this into two, and we
want to split with the point right in that quadrant, so we cut those and let's
go ahead to Sweep 2, So this is the rail 1, this is the rail 2, cross
section. Let me go ahead to close this shape. on surface from planar curve
and that's join those two and cap as well
Alright so now we have all the part ready and we can simply just boolean all
the parts together, but before we do that we want to check the thickness if that
is what we want. So let me hide the background and let's take a look at this
one. Alright so we want to take a look on the side (view) and make sure that they all
look nice, before we do all the boolean. So I'm going to pick up this shape and
this shape. Let's go to the right view and we want
to pick up the shape over here, and let's go ahead to do the mirror. Alright, so
the middle part, it might be too much. So I would like to scale it down a little
bit, so it's not stick it out too much right there, and rest of it look nice so
we can boolean at this point. The final part is actually quite easy. Let's turn
down our drawing again, and I'm gonna do a little bit change here. I'd like to
have a cylinder and simply snapping somewhere in the middle.
somewhere like this, and I can just have it pick up any of the shape that I have.
Somewhere about the one in the middle. So let me pick up this ball here, and the
cylinder, and let's do the align. So now it's align, I can do 1 D scale it down. Maybe
a little bit wider. Okay and you can alter your design, if you need to.
Let's give it a little bit fillet edge to looks nice. Let's go ahead
to do another cylinder, and this time, I want a snapping into in the center and
then roughly about this size. Alright so the very last part... oh... we want to giving
a little bit radius, so it looks nicer there. Alright so very last part we're
gonna use the straight line, holding the SHIFT coming back here
another shape will be right here
and with those two shape, I'm going to use the command in for the corner fillet
"fillet corners" and then they set it up for... try 1. Let's see how it turn out.
And right here maybe I need to have a bigger radius. I can simply just pick up
those 3, and delete them. So they will come up a very large curve there. Let's
go ahead to extrude those two shapes by going to "extrude planner curve" and
pick up this one, and that one, and we want to make sure they both solid, and
we'll be right there. For a better rendering, I will suggest you to giving a
little bit fillet edges both top and the bottom. Alright we can
now turn off the background so I'm going to unlock it, and hide it. So now this is
our key. The only thing left for us to do is Boolean, so this is the tutorial
today for making this key. I hope you enjoyed please comment below let me know
how you doing, and if you have any question that I can answer for you.
Thank you for watching I will see you next Monday!
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