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R20-TWSGUIDE 11-OCT-01 Rhinoceros ® NURBS modeling for Windows Teacher Workshop Guide

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Page 1: Rhino Teacher Workshop Guide v3 - HRSBSTAFF Home …hrsbstaff.ednet.ns.ca/dlee/dsn/assignments/Rhino/introduction/... · With Rhino, you can create free-form curves, surfaces,

R20-TWSGUIDE 11-OCT-01

Rhinoceros® NURBS modeling for Windows

Teacher Workshop Guide

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TeacherWorkshopGuide.doc

© Robert McNeel & Associates 2002.

All Rights Reserved.

Printed in U.S.A.

Copyright © by Robert McNeel & Associates. Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage. To copy otherwise, to republish, to post on servers, or to redistribute to lists requires prior specific permission. Request permission to republish from: Publications, Robert McNeel & Associates, 3670 Woodland Park Avenue, North, Seattle, WA 98103; FAX (206) 545-7321; e-mail [email protected].

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Table of Contents Introduction........................................................................................................ 4

Curriculum guide abstract................................................................................ 5

Design activities process ................................................................................. 7

Sample fifteen-week syllabus ........................................................................ 14

Sample week-by-week lesson plans.............................................................. 16

Your first look .................................................................................................. 20

Draw with coordinates .................................................................................... 23

Create a flashlight ........................................................................................... 33

Create a free-form flashlight .......................................................................... 33

Create a deformable shape ............................................................................ 39

Model a bar with text ....................................................................................... 40

Making a 2-D drawing from a 3-D model ....................................................... 47

Dimensions ...................................................................................................... 48

Printing ............................................................................................................. 49

Look at the gallery images ............................................................................. 51

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Introduction Rhinoceros is a 3-D NURBS modeling program for Windows. With Rhino you can model anything from a heart valve to a ship hull and from a mouse to a monster. Rhino provides a flexible, accurate, and fast working environment. You can model and render objects that you could previously create only using software and hardware many times more expensive.

Rhino is easy to learn and use. With Rhino, you can create free-form curves, surfaces, and solids. You are free to create the model any way you want.

NURBS Non-uniform rational B-splines (NURBS) geometry is a mathematical representation that can accurately define any shape from a simple line, circle, arc, or box to the most complex 3-D free-form organic surface or solid.

Because of their flexibility and accuracy, NURBS models can be used in any process from illustration and animation to manufacturing.

Rhino’s Geometry Types There are four fundamental geometric objects in Rhino: points, NURBS curves and surfaces, and polygon meshes.

Points.

NURBS curves.

NURBS surfaces.

Polygon meshes.

Polygon mesh objects are used by some programs for rendering and animation, stereolithography, VRML, and finite element analysis to approximate a smooth surface. Rhino can create polygon mesh objects that approximate the NURBS objects to export to those programs.

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Curriculum guide abstract This guide provides curriculum ideas and other helpful suggestions for computer graphics, drafting, design, engineering, manufacturing, and art instructors who want to incorporate Rhinoceros® NURBS modeling for Windows into their program. The guide includes curriculum ideas as well as a complete sample 15-week syllabus. Use as much or as little from this guide as you need, or modify it to fit your particular needs. This guide gives you a starting point for teaching 3-D modeling. If you choose to customize the guide, the original document in Microsoft Word format, is included on the enclosed CD.

Rhino can be used in almost any curriculum that teaches 2-D layout or 3-D modeling. This guide uses design/problem solving activities as well as step-by-step instruction to teach NURBS modeling.

Rhino is a powerful design and visualization tool you can use with most computers running Windows. Use it to create designs and 3-D images that would be difficult to make or take a very long time with other CAD or drawing programs. Rhino lets students create models quickly without having to go through weeks of instruction before they can make something that is precise and looks realistic. Many students can create simple models in less than ten minutes after some demonstration and instruction.

Students can continue beyond modeling. Once a model is completed in Rhino, it can then be used with other applications to further enhance a project. For example, students can create a model and export the file to a CNC machine for prototyping or manufacturing or render the model and use it on Web pages, newsletters, and presentations. Models can be exported to other software programs for animation.

The biggest decision to make is your approach to teaching Rhino. We will discuss two approaches in this document: technical proficiency and technical adequacy.

Technical Proficiency Technical proficiency is learning NURBS modeling as a subject using Rhino. It requires a structured approach to learning. Each command and technique is presented and practiced on a daily basis. The following sample schedule is based on using the Rhino Level 1 Training Manual as a textbook. Students will become familiar with most of the commands available in Rhino before they begin their design projects. The sample schedule can be modified to take from four to six weeks to cover the basics of Rhino.

This approach allows for mastery of the program with fewer projects. While this approach requires more structured class time to learn the software, they will have a broad range of skills in which to complete any project.

Customizing Rhino workspaces and toolbars is not recommended for classes with multiple sections using the same lab. Skip Part Four of the Level 1 Training Manual.

Sample Schedule Week Subject Training Guide Section

1 Rhino basics Create two-dimensional objects Simple editing commands

Chapter 2

2 Precision modeling Chapter 3 & 4 3 Editing Chapter 5 & 6 4 Solids modeling

Surface modeling Chapter 7, 8, & 9

5 Importing and exporting Dimensioning Printing Rendering

Chapter 10, 11, 12 & 13

6–18 Projects (See Sample Activities)

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Technical Adequacy Technical adequacy is using Rhino as a tool. It requires students to learn only those commands that will help them finish a project. Only the most frequently-used commands and techniques will be presented. Other commands will be learned as needed ("just-in-time" learning).

With this approach, students will be involved in more projects and will learn how to model in Rhino through problem solving activities.

The following sample schedule represents the most common commands used to make most of the objects students will want to model. There are advanced tools that will let them get greater precision and accuracy with their design, but these can be left for later.

Demonstrating a command can take as little as five minutes. The total time used to teach Rhino can be as little as two and a half weeks or as long as a quarter. Once students see how it works, they can practice and create designs with each new tool. It is important that students not only create designs that are assigned to them, but also be allowed to make their own.

Sample Schedule This guide breaks down the basic Rhino commands into several main areas. Each area contains step-by-step instruction and design activities that help reinforce previously learned commands. The purpose is to get students to draw real-world objects quickly. Notice that this approach lets you introduce students to a wide variety of commands in the first two weeks and gets them started with modeling very quickly. With this method you should use the Rhino Level 1 Training Manual as a reference.

Week Operation Commands Activity/Project 1 Basic interface Command line, changing viewports,

Zoom, Pan, Undo/Redo First model.

Solid primitives Cone, Sphere, Box, Cylinder, Torus, Ortho mode, and Shade

Basic editing Move, Copy, Rotate, Delete, Mirror, Scale, and Object Snaps as needed

Boolean operations Union, Difference, Intersection Chocolate bar, flashlight, alarm clock, camera, table, or stool.

Rendering Properties, Spotlight, Render Create light and shadows on previous design activity and all future design activity.

2 Creating curves and surfaces.

Line, Curve, Arc, Trim, Join, and Revolve

Drinking/wine glass, soda can, water bottle, Frisbee, baseball bat, vase.

Extruding surfaces Circle, Ellipse, Extrude 2-D text of personal name, a product, a slogan, or slang.

Rectangle, Rounded Rectangle Create various 2-D surfaces (cookie cutter shape). Extrude them both straight and along a curve. Extrude 2-D text from previous activity.

3 Practice Commands from week 1 Desk lamp, Christmas bell, ink pen, pool table, screwdriver, flower pot, coffee mug.

Advanced editing tools Fillet, Cap Planar Holes, Array Floppy disk, Zip disk, computer monitor, calculator.

4 Sweeping surfaces Sweep 1 Rail, Sweep 2 Rail Sweep to a point option

Pipes and tubes with various diameters along a path. Animal tail, octopus, banana, headphones, stapler.

Lofted surfaces Loft, Dir, and Flip commands Boat hull, canoe, airplane wing, game pad/joystick, skateboard, telephone.

5 Making squishy surfaces

Control point editing Rubber ducky, food, other organic shapes.

6 Design activities All of the previous commands and new commands as needed

Projects. (See Sample Activities section)

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Sample course outline

Course Overview This course introduces students to the features and functionality of Rhinoceros, a NURBS modeler.

Prerequisite: Students should have a general knowledge of operating standard applications under Windows. This includes logging in (for networks), launching applications, finding drives, managing files and navigating menus and dialogs.

Objectives Upon completion of this course, the student will be able to:

• Understand 3-D modeling concepts • Use commands and capabilities of Rhino • Set up a 3-D scene and view 3-D space • Create 2-D dimensioned drawings of 3-D models. • Create basic geometry including curves, solids and surfaces • Define properties • Place lights and render scenes

Resources The Rhinoceros User's Guide, the Rhinoceros Level 1 Training Manual, and Web resources on 3-D modeling. (http://www.rhino3d.com/tutorials.htm)

Evaluation Students will be evaluated on the basis of timely completion of projects planned and outlined according to class handouts and assignments.

Examinations

Peer Review Peer review is an expected source of feedback for all students. There will be a form and methods established that would encourage each student to be a part of the evaluation process. Modelers should save or archive their model files. Files of the rendered image should also be saved. Make sure that wherever your model is saved, you include your name and the date on the label. These files will be used as examples for other students and may be posted on an internet gallery.

Design activities process All of the sample activities are based on the following design problem format:

• Problem statement—Give a scenario and the task students must solve.

• Limitation/parameters—These are the things like materials used, time, cost, boundaries of the design solution and other information affecting the final design.

• Brainstorm solutions—Sketchy, hand drawn ideas. Set a minimum number expected.

• Select best one—Should provide rationale of their selection.

• Develop idea/prototype/finalize idea—This is the "just do it" phase.

• Test/evaluate solution—Should provide an analysis on the design and any conclusions.

• Redesign/retest if possible—Time consuming, but valuable experience.

• Presentation—Finished assignment presented to the class.

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Instructions

Organizing the activity Instructor Student Arrange students into groups (details to follow). Students get into groups and go to assigned areas. Instruct students on the design challenge (give them the problem handout). Make sure they understand the parameters of the designs (See Sample Activities section).

Read the handout.

Instruct them to begin drawing ideas on paper. Instruct them to model in Rhino.

Students begin drawing their designs on paper and modeling their products on the computer.

Review objects with students to determine if they meet the design parameters. If not, have them fix. Peer review (details to follow).

Students analyze their material against the parameters to insure it meets the criteria.

Instructional materials • Display examples of similar products.

• Try to include items of different shapes, materials, and sizes.

• Have magazines and newspapers that contain advertisements of various products available as idea starters.

Multi-level class When your class includes students with computer drawing experience varying from basic to advanced, you will have to do some grouping.

Students with similar experience form groups and work together as a team. Students can be separated into levels—basic, intermediate and advanced. The example below is based on the bottle design activity (see sample activities).

Minimum objectives for each group are shown in the following table:

Levels Rhino Capabilities Used (Basic Navigation and following:)

Type of Bottle (Required)

Other Projects (Or other objects chosen)

Basic Line/Curve, Solid primitives, Boolean operations, Revolve, Rendering

Any bottle Glasses filled with a liquid

Intermediate All above and the following: Extrude, Sweep, Transparent materials rendering

Bottle with wall thickness

All above and following: Table Chairs

Advanced All above and the following: Lofts, Control points editing, Surface tools, Text tools and Rendering

Irregularly shaped bottle with label

All above and following: Interior walls Floor and windows

Ideas for design assignments One of the best ways to get students to learn how to use Rhino is to have them make real-world objects. Encourage them to figure out how to break down an object into various modeling operations and then do it with precision. Here are some examples to give to students so they can practice their skills:

Entry-Level Intermediate Sophisticated Kleenex box, pen/pencil, pop can/bottle, dice (4, 6, 8 sided), flower vase, stool, table with objects on it, drinking cups, Christmas ornaments, squirt bottle

Tube of toothpaste, toothbrush, Computer, monitor, printer, Headphones, School desk, office chairs, Watch, alarm clock, VCR, CD player, stereo, Dishes/pots & pans, Stove/dishwasher, Lipstick, perfume bottle, Overhead projector

Car, truck, train, Roller blades, Ship/boat, Bicycle, Animals, Sunglasses, safety glasses, Tennis shoe, Airplane, helicopter, Computer mouse, Piano, musical instruments

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Example problem statements • Design a new soda drink holder for movie theaters.

• Design a new screwdriver that allows for both a Phillips head and flat head.

• Design a wooden toy that is adequate and safe for kids ages 8 to 12. It should be based on a theme.

• Design your dream vehicle (plane, car, train, boat, space craft)

• Design two blocks that will fit into each other using holes and posts that line up. Two teams design each block and communicate the design specifications.

Sample design activities Two of the activities included are modifications of the examples from previous activities. They have been included to show how small modifications can alter a project and to show how the finished product can vary from program to program.

Evaluation A grading rubric is also included as a possible guide to what can be expected from students. It reflects one instructor's bias toward achievable excellence. The grading scale can be interpreted as 4.0=A, 3.0=B, 2.0=C, 1.0=D, 0.0=F. In this scale, half points could be interpreted as pluses or minuses.

Grading Rubric Unique/innovative design AND All of the elements presented excellently 4.0 points All of the elements presented well 3.5 points Most of the elements adequately presented 3.0 points Some of the elements adequately presented 2.0 points Some of the elements shown 1.0 points None of the elements adequately presented 0.0 points

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Example 1 —Whirl Bottle

Problem Statement A beverage company has contracted with your design firm to create a distinctive new bottle and identity for their newest beverage, Whirl. The beverage taste will be revolutionary and they need an image that will distinguish Whirl from the crowd.

Parameters The bottle is to be light gray glass with a wrap-around-plastic label. You are allowed complete freedom to create the bottle shape, label, and packaging. The company needs promotional materials that will be used for initial marketing. Before making molds, printing or anything, they want to look at design ideas.

The project places you in the designer's chair on a critical schedule to complete a rendering of the finished product. You must consider your capabilities, the time you have available and outline a project plan within a week. Your firm fortunately has 3-D modeling capabilities, which allows you to make the bottle with a computer. The marketers can then unleash their Whirl in the World campaign.

Brainstorm Using your freehand sketching techniques, complete three sketches of potential designs with notes identifying your ideas.

Select Best One Select the design you would like to pursue and show the choice to your instructor. You should be prepared to justify your selection to your instructor.

Develop idea Using Rhino, develop a model and render your selection.

Test and Evaluate Discuss solution with your team members and make any changes that might be necessary.

Presentation Present your idea to the class or "client." The scene that you create should show the bottle in a realistic setting that would make you want to stop and have a drink. You can show the bottle alone on a table or create a scene with glasses filled with Whirl or whatever scene you can imagine.

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Example 2 — Cellular Phone

Problem Statement Personal technology will undergo dramatic changes in the near future. The size of the electronics will be reduced to approximately 60% of the current size. Design a personal electronic device that incorporates cellular phone, pager, pocket PC/organizer and that takes advantage of the electronics size breakthrough. Make sure that your design takes into consideration ergonomic and other practical considerations. Also come up with a name for the new technology.

Parameters You have been given the following limitations from the manufacturer:

• It should be aesthetically appealing.

• Must be practical for people with large fingers or small.

• Should be ergonomically sound.

• Should fit into the front shirt pocket without much bulge.

• Need a design in 10 days.

Brainstorm and Research Brainstorm at least two different cellular phone designs—hand-drawn sketches and simple Rhino models. Research the size of current technology (electronic parts most important).

Select Best One Select the best device—give your reasons for the selection.

Develop the idea Develop your device design further by producing several models and renderings in Rhino.

Presentation Present your device design to the "client" in the form of a specification sheet(s) and working drawing(s) (dimensioned three-view drawing). Tell what materials were used and give overall dimensions in specification sheet. Include rationale for selection of final design. Include sketches, notes, and relevant research. The research should be synthesized into a readable document not just the print out of a web page.

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Example 3 — Video Game Concept

Problem Statement You have decided to start up a new computer game company. Investors are willing to back up your project if you can develop a theme, design some characters, and make some scenes. It will be a role playing or action adventure game with at least five to ten "base" characters. Come up with a theme for the game, develop the characters, and make some scenes.

Parameters You have been given the following tasks from your investors:

Determine a segment of society that will be your target market.

Come up with a theme for the game.

Develop a main character and at least four other characters.

Back up your decisions with research as to what games are big sellers.

Need a business plan in ten days.

Isaac Sprague, Duvall, Washington

Game Theme Determine what the time setting, object, and other themes of the game.

Make a Main Character Come up with a main character who will progress through the game.

Develop Other Characters and Scenes Develop your characters and scenes by producing several models and renderings in Rhino.

Game Plan Present your game plan including character designs to your "investors" (three-page, single-spaced minimum). Present the elements above in a clear and concise manner and in such a way that the "investors" are willing to fund your project. Describe characters in as much detail as is necessary to show the themes of the game (may be in the form of character statistic sheets).

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Example 4 — Automotive Accessories

Problem Statement You have decided to start up a new automotive accessory manufacturing company. Investors will only look at your company seriously if you have between 10 and 15 types of accessories designed and if you have a specific target market selected. The investors will make a decision on whether to back your company in 15 days.

Parameters/Research You have been given the following tasks from your investors:

Determine a segment of society that will be your target market.

Come up with a simple yet recognizable logo.

Make a mission statement.

Back up your decisions with research.

Need a business plan including 10-15 accessory designs in 15 days.

Geofrey Oestreich, Duvall, Washington

Mission Statement Determine what your company will do. The mission statement should tell who you are and what you intend to do. It should be short and sweet. It should use active verbs. (You might need to research what a mission statement is.)

Make a Logo Come up with a recognizable company logo. Make sure that it does not violate anybody else's copyrighted material.

Develop Accessory Designs Develop your accessory designs by producing several models and renderings in Rhino.

Business Plan Present your business plan including accessory designs to your "investors" (three-page, single-spaced minimum). Include a page (not included with the page count) with the company name, mission statement, and logo. Create a one-page specification sheet for each accessory which includes what materials will be used, what vehicles it will be accessorize, and other pertinent information (not included in page count). Include rationale for target market chosen.

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Sample fifteen-week syllabus In this section we will combine both technical proficiency and technical adequacy to produce a well-rounded 3-D instructional program covering 15 weeks of instruction. At the end of this 15-week program, students will be proficient in using the Rhino software and will be able to break down images into three-dimensional designs.

The following sample course curriculum is based on using the Rhinoceros Level 1 Training Manual as a textbook. The instructor lecture information is based on the Rhinoceros User's Guide and information from the Rhino Help file.

In this section you will find: • Week by week break down for instructors

• Topics covered

• Worksheets

• Quizzes

• Midterm exam

• Final exam

• Additional project ideas

• Suggested Grading information; of course alter as needed

Course description This course is concerned with the visualization and creation of 3-D computer-generated models and their applications in today's manufacturing, communication, and publishing industries.

Students will be instructed in the principles of 3-D modeling using Rhinoceros NURBS modeling software. In a laboratory setting, students will have an opportunity to practice the strategies and methods commonly used in creating and solving 2-D and 3-D geometric problems. Information given in lectures and demonstrations will address aspects of modeling free-form curves, surfaces, and solids. Students will be introduced to a variety of 3-D model applications as they are used in illustration, engineering, design, documentation drawing, entertainment, and animation.

In addition to developing a working knowledge of 3-D terminology and concepts, each student will learn how to create a variety of 3-D geometric models from technical drawings, sketches, real models, and written descriptions.

Course objectives This course will:

• rovide a working foundation in sketching, interpreting, and creating computer-generated models.

• Provide students with the ability to describe the organization, terminology, function, capabilities, and limitations of 3-D computer graphic software in regards to modeling.

• Use Rhino 3-D modeling software to create surface and solid models.

• Set up a 3-D scene and view 3-D space.

• Develop sketches of models and practice viewpoint identification and selection.

• Place lights and render scenes.

• Create 2-D dimensioned drawings of 3-D models.

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Textbooks and Materials • Rhinoceros Level 1 Training Manual.

• Sketch pad (this does not have to be new)

• Pencils

• Ruler

• 3-ring binder with plastic pages to keep projects in.

• Graph paper .2 or .25 grid

Grading

Design assignments 50% Completing assigned activities on time is essential to learning computer software. Students must be encouraged to keep up with the daily computer work so future projects can be completed. Students who fall behind in assignments in the first few weeks of class find it difficult to produce more complicated designs near the end of the semester.

Worksheets and Quizzes 20% Worksheets are used to teach the basic vocabulary of the software program. Learning the terminology of a software program lets a student use the correct term when asking a question or contributing to a class discussion. Filling out worksheets gives students a written guide for studying quiz, midterm, and final test material. Quizzes require students to commit to memory the vocabulary used in the software program and the general commands for navigating around the software.

Midterm and Final Tests 5% The midterm is the halfway point in the semester. The midterm gives both the instructor and the student the opportunity to look at the progress the student has made so far. This is a good time for the instructor to evaluate the pace of the class and make any necessary changes in the curriculum. The final is a cumulative collection of information given over the course of the semester. The final covers vocabulary and a computer modeling section. By the end of the semester, students should be able to re-create simple computer models without detailed instruction.

Student Notebook 10% A required student notebook is one way for instructors to teach students the importance of keeping all of their work together. Students should keep a notebook containing their projects for the entire semester. For the instructor this is a good way to see the improvement in the progress of the student over a period of time. For the student, the notebook is a valuable source of reference for future design projects. It also becomes the basis for the required portfolio of work that will be done at the end of the class.

Students are required to keep all handouts, sketches, photographs, computer printouts, projects, and any other information that pertains to the class in the notebook.

Final Project Portfolio 15% The final project is the students' chance to show off the work they have put into learning the software and design elements over the semester. Although students are given final project guidelines to follow, encourage them to be inventive and creative. The final project should be a major portfolio piece when completed.

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Sample week-by-week lesson plans Assignments are based on using the Rhino Level 1 Training manual as a reference and the Sample Design Activities for projects.

Note: Design Project refers to the Sample Activities tab in the Rhino curriculum guide. The curriculum guide is available with a Rhino lab kit.

Week Lesson Topic Read Exercise Worksheet Rhino Basics Chap. 2 1 1 Introduction to Rhino: Lines & curves, modeling aids, model setup, saving, layers, selecting and deleting objects

Chap. 3 2-9 1

On Your Own: Using shapes from exercise 1, build a three-dimensional model of your own Print four viewports and hand in the exercise. (See Chapter 13 – Printing for help if needed)

Week Lesson Topic Read Exercise Worksheet Coordinates, x, y, and z Absolute coordinates vs. relative coordinates Distance constraints and angle constraints including ortho, elevator, and planar mode.

Chap. 4 10-27 2

On Your Own: On graph paper redraw the arrow shape and write in the x,y coordinates

2

Design Project: Flashlight I (see Sample Design Activities - Example 1)

Week Lesson Topic Read Exercise The art of rendering Bringing in outside textures Building a shadow room Spotlights.

Chap. 11 63

Rendering Tips Curriculum Guide Handout or “Rendering Tips” at the end of the

flashlight tutorial.

3

Design Project: Flashlight II (see Sample Design Activities - Example 2)

Week Lesson Topic Read Exercise Worksheet Editing objects Quiz 1

Chap. 5 28-42 3

On Your Own: Complete exercises 43-46.

4

Design Project: Complete Flashlight II (see Sample Design Activities - Example 2)

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Week Lesson Topic Read Exercise Worksheet The five fundamental geometric objects in Rhino Points, curves, surfaces, polysurfaces and solids Point editing.

Chap. 6 47-48 4

Creating Deformable Shapes Chap. 7 49 On Your Own: Model an organic shape (apple, pear, potato)

5

Design Project: Jack O’Lantern (see Sample Design Activities - Example 3)

Week Lesson Topic Read Exercise Worksheet Rhino Solids Text in Rhino How to make a screen capture

Chap. 8 50 5 6

Design Project: Key Chain I or II (see Sample Design Activities - Example 5 or 6)

Week Lesson Topic Midterm Exam Review for midterm exam Exam at end of week

7

Design Project: Complete Key Chain I or II (see Sample Design Activities - Example 5 or 6)

Week Lesson Topic Read Exercise Worksheet Surfaces Chap. 9 51-59 6 8 On Your Own: Complete exercises 60-61.

Design Project: Cellular Phone (see Sample Design Activities - Example 9)

Week Lesson Topic Read Exercise Importing and Exporting Models Downstream Use of a Model Importing and Exporting Mesh Objects Quiz 2

Chap. 10 62-63

Dimensioning Making 2-D Drawings Printing

Chap. 12 Chap. 13

64-65

66

On Your Own: Export one of your projects to another application (CAM, rapid prototyping, rendering, publishing)

9

Design Project: Complete Cellular Phone (see Sample Design Activities - Example 9)

Week Lesson Topic Read Exercise Rhino Settings and Options Chap. 14 67-68 10 Group Design Project: Video Game Concept (see Sample Design Activities - Example 10)

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Week Lesson Topic Read Exercise Rhino Customization Chap. 15 69 11 Group Design Project: Complete Video Game Concept (see Sample Design Activities - Example 10)

Week Lesson Topic On Your Own: Finish all Model Work Develop Presentation methods for your work; both hard copy and digital Utilize your class notebook to begin portfolio.

12-14

Portfolio Production: 8 ½ x 11 Bound Table of Contents Chronology of Work Tabs Section Dividers Headers for content sections Problem Statements must accompany design solutions Two Copies; 1 for student, 1 for teacher

Week Lesson Topic Final Exam Review for final exam Exam at end of week

15

On Your Own: Project Presentations Portfolio Presentations

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Technical support and additional documentation One of the most important learning methods for Rhino is to try the commands on the menu and to read the description of the command in the Help.

Rhino Help Rhino commands are documented in Rhino Help. If you have a question about a specific command, look first in Help. Many topics such as importing and exporting Rhino models to other software, using a digitizing arm, tracing bitmaps to create curves, and using Rhino analysis tools are only documented in Help.

To access Help:

• From the Rhino Help menu, click Help Topics or Command List. Or, press F1.

The Rhino web site The Rhino Web site contains a gallery of images, short examples, white papers on technical issues, links to Rhino related web sites, and news about Rhino. Connect to the Rhino Web site at the following location: http://www.rhino3d.com/

To connect to the Rhino Web site directly from Rhino:

• From the Rhino Help menu, click Rhino Web Site.

The Rhino newsgroup Ask questions about using Rhino and get answers from other users and Rhino technical support at the following newsgroup location: news://news.rhino3d.com/rhino

To connect to the newsgroup directly from Rhino:

• From the Rhino Help menu, click Rhino Technical Support.

Technical support Technical support is also available via e-mail.

E-mail: [email protected]

Ordering information The Rhino Web site contains ordering information. You can order from a dealer in your local area. Connect to the Rhino Web site at the following location: http://www.rhino3d.com/sales

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Your first look Working in 3-D on a computer requires that you visualize three-dimensional objects drawn on a two-dimensional medium—the computer screen. Rhino provides tools to help you do this.

You can manipulate the views and look at your model from different angles easily by dragging with your right mouse button. You can do this in both a wireframe view and a shaded view. When you have a view you like, you can render the view. By rendering you can add color, texture, shadows, and lights.

Wireframe.

Shaded preview.

Rendered.

If you have experience using a 3-D modeling program, the following exercises may seem simple, but they will help you understand Rhino’s interface and navigation tools.

If you have never worked with 3-D computer modeling before, Getting Started with 3D, A Designer’s Guide to 3D Graphics and Illustration, by Janet Ashford and John Odam is one of several excellent books that will help you learn some of the terminology and basic principles of 3-D design on computers.

Rhino commands Rhino uses commands to accomplish various tasks. As you work through the exercises, you will learn what commands do, when and how to use them and how to decide which command to use to accomplish your task.

Start using Rhino In the first exercise you will learn how to:

• Use the getting started tutorials

• Shade the model

• Rotate, pan, and zoom in wireframe and shaded preview

• Drag objects to move them

• Copy and move objects to build a model

To begin the tutorials:

1 From the Help menu, click Learn Rhino, then click Tutorials.

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2 In the Rhinoceros Getting Started window, click Introduction.

3 In the Rhino window, from the File menu, click Open.

4 In the Open dialog box, select First Model.3dm.

You will find this model in the C:\Program Files\Rhinoceros\English\Tutorials folder.

Three parallel viewports and one perspective viewport

This model contains five objects: a cube, a cone, a cylinder, a sphere, and a rectangular plane.

You will not be able to select or move the plane. You will learn about how to do this later. It is just there to provide you with a floor underneath the objects.

5 In the Status Bar, click Snap to turn on the grid snap.

Grid snap may already be on in your system. Be careful that you do not turn it off instead of on. If grid snap is on, the word “Snap” will be black in the status bar. If it is off, the word “Snap” will be gray.

Note: This is an important step. Grid snap only lets your cursor move in certain intervals. In this model, by default grid snap is set to one half of a grid line. Grid snap helps you line up your objects as if you were building with LEGO blocks.

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6 Follow the tutorial directions to complete the model.

You will have to move between the Rhinoceros Getting Started window and the Rhinoceros window to complete this exercise.

7 Use the Scroll bar and the Next and Back arrows to move through the tutorial.

8 After completing the Intoduction tutorial, minimize the Getting Started Window.

We will complete the other tutorials later.

Repeat the last command Many tasks in Rhino are repetitive. You might want to move or copy several objects, for example. It’s easy to repeat the command you just used. Any time you press Enter when no command is active, the previous command repeats.

In addition to pressing either Enter key on your keyboard, you can press the spacebar or click the right mouse button in a viewport. These all perform the same function.

You can press the Esc key to cancel a command any time.

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Draw with coordinates There are several ways to create geometry. You can draw by visually placing points on the screen or you can put in exact coordinates to create accurate models. In this exercise we will look at drawing lines at specific places. Now you will try drawing lines at specific places. To do this you will use coordinates.

Whenever you draw a curve, or create a solid primitive, Rhino asks you for a series of points. You can tell that Rhino is asking for point input two ways: the command prompt has a prompt like Start of line, Start of polyline, Start of curve, or Next point and the arrow-shaped cursor turns into a cross-shaped cursor.

You can enter a point two ways: pick a point in a viewport with the mouse, or type coordinates at the command line.

Rhino uses a fixed Cartesian coordinate system called the world coordinate system (WCS), based on three axes (the x-, y-, and z-axes) that define locations in three-dimensional space.

Each viewport has a construction plane that defines coordinates for that viewport. We will work in the Top and Perspective viewports where the two coordinate systems are the same.

Absolute coordinates The first forms of coordinates you will use are called absolute coordinates. Absolute coordinates are exact locations relative to the x-, y-, and z-axes.

Setting up a model 1 From the File menu, click New.

2 Click Millimeters.3dm, and then click Open.

3 From the File menu, click Save As.

Name the model BOXES.

Use the BOXES.3dm model to learn how to draw with absolute coordinates.

Entering absolute coordinates 1 Double-click the viewport title to maximize the Top viewport.

2 From the Curve menu, click Lines, and then click Polyline.

3 At the Start of polyline prompt, type 0,0 and press Enter.

4 At the Next point of polyline ( Undo ) prompt, type 5,0 and press Enter.

5 At the Next point of polyline. Press Enter when done ( Undo ) prompt, type 5,5 and press Enter.

6 At the Next point of polyline. Press Enter when done ( Close Undo ) prompt, type 0,5 and press Enter.

7 At the Next point of polyline. Press Enter when done ( Close Undo ) prompt, click Close to close the polyline.

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Relative coordinates Absolute coordinates can be slow and cumbersome, but they do work. Most of the time, relative coordinates are easier to use. Every time you select a point, Rhino saves that point as the last point. Relative coordinates are based on the last point entered, instead of on the origin (0,0,0) of the construction plane.

Precede the x,y,z coordinates with a single R to enter relative coordinates.

Entering relative coordinates 1 From the Curve menu, click Lines, and then click Polyline.

2 At the Start of polyline prompt, type 8,0 and press Enter.

3 At the Next point of polyline ( Undo ) prompt, type R5,0 and press Enter.

These are absolute coordinates.

4 At the Next point of polyline. Press Enter when done ( Undo ) prompt, type R0,5 and press Enter.

These are relative coordinates.

5 At the Next point of polyline. Press Enter when done ( Close Undo ) prompt, type R-5,0 and press Enter.

6 At the Next point of polyline. Press Enter when done ( Close Undo ) prompt, click Close to close the polyline.

Polar coordinates Polar coordinates specify a point that is a distance and direction away from 0,0 in the current construction plane. For example, if you want a point four units away from the construction plane origin, at a 45° angle clockwise from the construction plane x-axis, type 4<45, and press Enter. Relative polar coordinates are preceded by R; absolute polar coordinates are not. Instead of using x-, y-, and z-coordinates, enter relative polar coordinates like this: Rdistance<angle.

Entering polar coordinates 1 From the Curve menu, click Lines, and then click Polyline.

2 At the Start of polyline prompt, type 0,8 and press Enter.

3 At the Next point of polyline ( Undo ) prompt, type R5<0 and press Enter.

4 At the Next point of polyline. Press Enter when done ( Undo ) prompt, type R5<90 and press Enter.

5 At the Next point of polyline. Press Enter when done ( Close Undo ) prompt, type R5<180 and press Enter.

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6 At the Next point of polyline. Press Enter when done ( Close Undo ) prompt, click Close to close the polyline.

Distance and angle constraint entry Using distance constraint entry, you can specify a point by typing a distance and pressing Enter. Then as you move your cursor in any direction, the distance from the last point will be constrained. This is a good way to specify a line length quickly.

Using angle constraint entry, you can specify an angle by typing < followed by a value and pressing Enter. The next point is constrained to lines at multiples of the angle relative to the x-axis you specified.

Using the Shift key to toggle Ortho on and off:

When Ortho is off you can hold the Shift key down to toggle it on. This method is an efficient way to draw perpendicular lines. In the following example, draw a line 5 units long using distance constraints.

Distance constraint entry 1 From the Curve menu, click Lines, and then click Polyline.

2 At the Start of polyline prompt, type 8,8 and press Enter.

3 At the Next point of polyline ( Undo ) prompt, type 5 and press Enter.

4 Hold the Shift key down and pick a point to the right.

Ortho constrains the cursor to 0 degrees.

Distance constraining value 5

5 At the Next point of polyline. Press Enter when done ( Undo ) prompt, type 5 and press Enter.

6 Hold the Shift key down and pick a point up.

Ortho constrains the cursor to 90 degrees

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7 At the Next point of polyline. Press Enter when done ( Close Undo ) prompt, type 5 and press Enter.

8 Hold the Shift key down and pick a point to the left.

Ortho constrains the cursor to 180 degrees.

9 At the Next point of polyline. Press Enter when done ( Close Undo ) prompt, click Close to close the polyline.

Distance and angle constraint entry 1 From the Curve menu, click Lines, and then click Polyline.

2 At the Start of polyline prompt, type 16,5 and press Enter.

3 At the Next point of polyline ( Undo ) prompt, type 5 and press Enter, then type <45 and press Enter.

As you drag your cursor around the marker snaps to a distance of 5 and an angle of 45 degrees.

4 Pick a point down and to the right.

The angle constraint sets the angle.

Angle constraint value 30

5 At the Next point of polyline. Press Enter when done ( Undo ) prompt, type 5 and press Enter, then type <45 and press Enter.

6 Pick a point up and to the right.

The angle constraint sets the angle.

7 At the Next point of polyline. Press Enter when done ( Close Undo ) prompt, type 5 and press Enter, then type <45 and press Enter.

8 Pick a point up and to the left.

The angle constraint sets the angle.

9 At the Next point of polyline. Press Enter when done ( Close Undo ) prompt, click Close to close the polyline.

10 Save your model. You will use this model for another exercise.

Practice using distance and constraint entry 1 Start a new model. Save as Arrow.

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2 Draw the arrow with a polyline, using a combination of absolute coordinates (x,y), relative coordinates (Rx,y), polar coordinates (Rdistance<angle), and distance constraint.

Begin your model at -11,0. The following is an example of the command line input that you might use:

Next point of polyline ( Undo ): r-2,-2

Next point of polyline. Press Enter when done ( Undo ): r8,0

Next point of polyline. Press Enter when done ( Close Undo ): r1,1

Next point of polyline. Press Enter when done ( Close Undo ): r11<0

Next point of polyline. Press Enter when done ( Close Undo ): r0,-1

Next point of polyline. Press Enter when done ( Close Undo ): r6,2

Next point of polyline. Press Enter when done ( Close Undo ): r-6,2

Next point of polyline. Press Enter when done ( Close Undo ): r0,-1

Next point of polyline. Press Enter when done ( Close Undo ): r11<180

Next point of polyline. Press Enter when done ( Close Undo ): r-1,1

Next point of polyline. Press Enter when done ( Close Undo ): r8<180

Next point of polyline. Press Enter when done ( Close Undo ): c

3 Save your model.

To make it 3-D:

1 Select the polyline (1).

2 From the Surface menu and click Revolve.

3 Toggle Snap on.

4 At the Start of revolve axis prompt, select the end of the arrow along the centerline (2). 5 At the End of revolve axis prompt, select the other end of the arrow (3) along the

centerline.

6 In the Revolve Options dialog box, click OK.

Your arrow is now a three-dimensional model.

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Viewports Viewports are windows in the Rhino graphics area that show you a view of your model. To move and resize viewports, drag the viewport title or borders. The cursor moves along a construction plane, which is defined for each viewport. You can create new viewports, rename viewports, and use predefined viewport configurations. To activate a viewport click anywhere in the viewport and the title highlights. If you are in a command sequence, you simply have to move your cursor into a viewport to activate it.

Construction planes The construction plane is the guide used for modeling Rhino objects. Points you pick are always on the construction plane unless you use coordinate input, elevator mode, or object snaps.

Each construction plane has its own axes, a grid, and an orientation relative to the world coordinate system.

Default construction planes are provided with the default viewports.

• The Top construction plane x- and y-axes align with the world x- and y-axes.

• The Right construction plane x- and y-axes align with the world y- and z-axes.

• The Front construction plane x- and y-axes align with the world x- and z-axes.

• The Perspective viewport uses the Top construction plane. Each construction plane has a grid. The grid is a plane of perpendicular lines lying on the construction plane. On default grids, every fifth line is slightly thicker. The red line represents the construction plane x-axis. The green line represents the construction plane y-axis. The red and green lines meet at the construction plane origin.

The red and green axes on the grid are the x- and y-axes of that viewport’s construction plane. The construction plane axes happen to be lined up with world axes when you first start Rhino, so it is confusing in the front and side viewports where the y-axis of the construction plane happens to be pointing up in the world z- direction. The icon in the left hand corner always shows world coordinates, which are different from the construction plane axes.

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Modeling in 3-D space Rhino makes it easy to draw in 3-D space. You can draw on a different construction plane by simply moving your cursor into a different viewport. Another useful tool for modeling in 3-D space is elevator mode.

In the following exercise we will draw in different viewports and use elevator mode to move some points in 3-D space.

You will use Snap and Ortho to draw in different viewports.

1 Open the model Chair.3dm.

The model units are centimeters.

2 Toggle Planar and Snap on. Toggle Ortho on as needed.

3 From the Curve menu, click Lines, and then click Polyline.

4 Move your cursor into the Front viewport.

5 At the Start of polyline prompt, type 0,0 and press Enter.

6 At the Next point of polyline prompt, use coordinate input to draw the first part of the chair frame.

7 At the Next point of polyline prompt, move your cursor to the Right viewport to draw a

horizontal line.

8 At the Next point of polyline prompt, move your cursor to the Front viewport hold down

the Ctrl key, and pick the point at the lower end of the diagonal line.

Holding the Ctrl key while clicking with the left mouse button activates elevator mode

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Elevator mode lets you pick points that are off the construction plane. Elevator mode requires two point picks to completely define the point. The first specifies the base point. The second specifies how far the final point is above or below the base point.

After the base point is specified, the marker is constrained to a tracking line perpendicular to the construction plane that passes through the base point.

Pick a second point to specify the coordinate of the desired point. You can pick a point with the mouse, or type a single number to specify the height above the construction plane. Positive numbers are above the construction plane; negative numbers are below.

9 At the Next point of polyline prompt, release the Ctrl key, move your cursor to the Right viewport and adjust the point until it lines up with the other part of the chair, and pick.

10 At the Next point of polyline prompt, continue drawing the rest of the chair frame.

11 At the Next point of polyline prompt, on the next to the last segment you will have to use elevator mode again.

12 At the Next point of polyline prompt, click Close.

We now want to draw along the chair back, so we will change the construction plane.

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To change the construction plane:

1 On the Status Bar, click Osnap, and check End.

2 From the View menu, click Set CPlane, then click 3 Points.

3 At the CPlane origin prompt, move your cursor to the Perspective viewport, and pick the vertex (1) at the back of the chair.

4 At the X axis direction prompt, pick the vertex (2) at the other side of the back.

5 At the CPlane orientation prompt, pick the vertex (3) at the top of the chair.

The construction plane is now aligned with the back of the chair.

6 Draw some lines on the new construction plane.

To make it solid:

1 Select the chair frame.

2 From the Solid menu, click Pipe.

3 At the Radius for closed pipe <1> ( Diameter ) prompt, type 3 and press Enter.

The chair has a solid frame.

4 Save the model.

Try on your own Try some variations and add some features.

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To make round corners:

1 Undo the previous operation.

2 Select the frame of the chair.

3 From the Edit menu, click Explode

4 From the Curve menu, click Fillet.

5 At the Select first curve to fillet ( Radius=3 Join=No Trim=Yes ), type an appropriate value for the fillet radius and press Enter.

6 At the Select first curve to fillet ( Radius=3 Join=No Trim=Yes ), pick one of the lines.

7 At the Select second curve to fillet ( Radius=3 Join=No Trim=Yes ), select an adjacent curve.

A rounded corner is made.

8 Select all the curves.

9 From the Edit menu, click Join.

10 Use the Pipe command to make a solid frame.

The chair has a solid frame.

Try on your own Try to make a seat and a back using the Curve and the Loft commands.

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Create a flashlight You will learn how to use Rhino surfaces and solids to create a simple model of a flashlight.

The rendered flashlight with color.

To begin the second tutorial:

1 In the Rhinoceros Getting Started window, click Build a model with solids.

2 Start a New Rhino model.

3 In the Template File dialog box, select Inches.3dm and click Open.

4 Follow the instructions to complete the model.

Create a free-form flashlight You are going to use the flashlight from that tutorial as a guide for drawing the curves you will need for the new model. Using the old flashlight gives you a frame of reference for deciding about the size and shape of the object. If you did not work through this tutorial or save your model, a completed model is provided.

When the model is finished you will have three distinct parts—the flashlight body, the lens, and the switch.

This exercise shows how to:

• Create a profile curve

• Adjust the curve by moving control points

• Revolve a curve

• Assign colors to an object for rendering

• Render the model

To get started:

1 In the Rhino Tutorials folder, open the model file Flashlight.3dm.

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Set up the model You are going to trace around the old flashlight. To make this easier, you will lock the objects. When objects are locked, you can see them and snap to them, but you cannot select them. This keeps the objects from interfering when you want to select things close by. You can still use object snaps to snap to locked objects. You will then create some curves and revolve them to make the new flashlight.

To lock the flashlight objects:

1 Select all the objects.

Press Ctrl+A to select all the objects in the model.

2 From the Edit menu, click Visibility, and then click Lock.

Lock the old flashlight objects.

3 From the File menu, click SaveAs, to save the model with a different name.

Draw a centerline Draw a construction centerline through the center of the old flashlight.

To draw the construction centerline:

1 From the Curve menu, click Line, and then click Single Line.

2 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.

Draw a construction line through the center of the old flashlight.

3 At the End of line … prompt, turn Ortho on, and draw the line through the exact center of the old flashlight.

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Draw the body profile curve You are going to draw a profile curve that you will use to revolve to create the flashlight body. A profile curve defines a cross-section of one half of the part.

To draw the body curve:

1 On the status bar, click the Layer pane and make the layer Free Form Body current.

2 From the Curve menu, click Free-Form, and then click Control Points.

3 At the Start of curve … prompt, in the Front viewport, start drawing a curve around the flashlight body as shown in the illustration below.

Draw a free-form curve using the old flashlight as a guide.

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.

Turn ortho on to place the first two points in line with each other.

Make a smooth curve around the right end.

4 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.

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Draw the lens profile curve Make another profile curve for the lens.

To create the lens:

1 From the Curve menu, click Free-Form, and then click Control Points.

2 At the Start of curve … prompt, in the Front viewport, place the first control point of the lens profile.

Use the Near object snap to start and end the curve on the construction centerline.

Place control points in the upper part of the lens curve so it crosses the body profile curve.

Create the lens profile.

To get the old flashlight out of your way

1 From the Edit menu, click Visibility, and then click Unlock.

2 Select all the objects except the two profile curves you just drew and the switch sphere.

3 From the Edit menu, click Visibility, and then click Hide.

The profile curves and the switch.

Build the flashlight body To make the body, you will revolve the profile curve 360 degrees. You will use the endpoint of the curve and ortho to establish the rotation axis.

To create the flashlight body:

1 From the Surface menu, click Revolve.

2 At the Select curve to revolve prompt, select the body profile curve.

3 At the Start of revolve axis prompt, snap to one endpoint of the body curve.

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4 At the End of revolve axis prompt, turn Ortho on, and specify the revolve axis line as shown in the illustration below.

Use End object snap and turn on Ortho to locate points for the revolve axis.

5 In the Revolve Options dialog box, click OK.

The curve is revolved around the axis.

Create the lens Now revolve the lens profile curve in the same way as the body.

To revolve the lens profile curve:

1 From the Surface menu, click Revolve.

2 At the Select curve to revolve prompt, select the lens profile curve.

3 At the Start of revolve axis prompt, use End object snap to locate the endpoint of one of the curve profiles.

4 At the End of revolve axis prompt, turn Ortho on, and draw the revolve axis line as shown in the illustration below.

Use the endpoints of the curve to locate the revolve axis.

5 In the Revolve Options dialog box, click OK.

The curve is revolved around the axis.

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Assign properties and render Assign object properties to the body and lens and render. In image shown below, the body is gold with a small highlight; the lens is about 50% transparent.

To assign object properties and render:

1 Draw a Plane under the flashlight to provide an object to receive shadows.

2 From the Edit menu, click Object Properties, and select the Material window.

3 Set the properties for each of the flashlight parts.

4 Render the Perspective viewport.

The complete model

Note If you want to save your flashlight image, from the File menu in the Display Window, click Save As.

Try on your own Try using some of the following techniques:

• Change the shape of your cross-section curves and make a different flashlight.

• Change the colors and the reflective finish, and render in other viewports.

Additional rendering tips and hints 1 Have students experiment with the placement of the spotlight, using the Rotate command.

Also have them use different color schemes for the spotlight and the flat surface.

2 You cannot shine a spotlight through a transparent object. The object goes black. For example, if you have a flashlight and you shine a spotlight from behind the lens outward, the lens will go dark. The only way around it is to shine the spotlight on the lens from the outside so it looks like that light is coming out from the lens.

3 Most of the objects in Rhino will have a flat, plastic look. The Texture option can give objects a different look and feel. Have students create a texture file in a paint program. Insert that texture file name in the Texture dialog box when they use the Render command. Students can create metal, wood, fabric or stone surfaces by importing a picture file that has an image of that surface.

4 Move the model just above the flat surface so it appears to float over it.

5 Draw a spotlight so it shines from above, down to the object and onto the flat surface

6 Make the background color black, the ambient color gray (default), and the spotlight white. Give the flat surface a color other than black or dark gray.

7 Render in the Perspective viewport rotating the scene so you see it slightly from the top.

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Create a deformable shape When building models in Rhino, you should first determine which methods should be used for each part of the project. There are two basic ways to model in Rhino—free-form and accurate. Some models require more attention to exact dimensions because they might have to be manufactured or parts may have to fit together. Sometimes it is the shape of the object, not the accuracy that is important. These techniques can be merged together to create accurate, free-form shapes. This tutorial focuses only on the free-form, squishy aspect. The exact size and placement of the objects is not critical. The overall form is the main objective.

When you model the rubber ducky, you will use similar modeling techniques for the head and the body. In this exercise you will create spheres that will be deformed to make the shapes.

If you need to know more about control points and surfaces search, the Rhino Help index for Control points.

To begin the third tutorial:

1 In the Rhinoceros Getting Started window, click Create organic shapes.

2 Start a New Rhino model.

3 In the Template File dialog box, select Centimeters.3dm and click Open.

4 Follow the instructions to complete the model.

Try on your own Try using some of the following techniques:

• Draw a sphere.

• Try editing the control points to create an apple, an orange or a potato.

• Try changing the colors and the reflective finish.

• Render one of the orthographic viewports to see the highlight better.

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Model a bar with text In the following exercise we will make a solid primitive, extract some surfaces, rebuild a surface and deform it, join the new surfaces into a solid, fillet the edges, add text to a surface, and do a Boolean operation on the solid.

1 Start a new model using the Millimeters template. Save as Bar.

2 From the Solid menu, click Box.

3 At the First corner of base ( 3Point Vertical Center ) prompt, type 0,0 and press Enter.

4 At the Other corner of base or length prompt, type 15 and press Enter.

5 At the Width. Press Enter to use length prompt, type 6 and press Enter.

6 At the Height. Press Enter to use length prompt, type 1 and press Enter.

To edit the box:

1 From the Solid menu, click Extract Surface.

2 At the Select surfaces to extract ( Copy ) prompt, select the top and both ends.

3 At the Select surfaces to extract. Press Enter when done ( Copy ) prompt, press Enter.

4 Select the two ends and delete them.

5 Select the top extracted surface.

6 From the Surface menu, click Edit Tools, then click Rebuild.

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7 In the Rebuild Surface dialog box, set the Point count to 4 and the Degree to 3 for both U and V.

8 From the Edit menu, click Point Editing, then click Control Points On.

9 In the Right viewport, window select the middle points and drag them up approximately one unit.

10 Turn off control points.

11 Select all of the surfaces.

12 From the Edit menu, click Join.

The surfaces are joined making an open polysurface.

13 Select the polysurface.

14 From the Solid menu, click Cap Planar Holes.

Two end caps are created.

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To fillet the edges:

1 From the Solid menu, click Fillet Edge.

2 At the Select edges to fillet ( Radius=1 ) prompt, select the vertical edges.

3 At the Select edges to fillet. Press Enter when done ( Radius=1 ) prompt, press Enter.

4 From the Solid menu, click Fillet Edge.

5 At the Select edges to fillet ( Radius=1 ) prompt, type .2 and press Enter.

6 At the Select edges to fillet ( Radius=0.2 ) prompt, window select the entire bar to get the horizontal edges.

7 At the Select edges to fillet. … ( Radius=0.2 ) prompt, press Enter.

8 Make a copy of the bar and lock it.

We will use the second bar for another technique later in the exercise.

To make solid text:

1 From the Solid menu, click Text.

2 In the Text Object dialog box, select a Font.

Under Create click Solids.

Under Text size, set the Height to 3.00 and the Solid thickness to 1.00.

Place the text in the Top viewport.

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3 Drag the text to the middle of the bar and click.

4 In the Front or Right viewport, drag the text until it protrudes through the top surface.

To engrave the text in the bar:

1 Select the bar.

2 From the Solid menu, click Difference.

3 At the Select second set of surfaces or polysurfaces ( DeleteInput=Yes ) prompt, window select all of the text.

4 At the Select second set of surfaces or polysurfaces. Press Enter when done ( DeleteInput=Yes ) prompt, press Enter.

The text is embossed into the bar.

To make a label:

1 Hide the finished bar and Unlock the copy of the bar.

2 From the Solid menu, click Extract Surface.

3 At the Select surfaces to extract ( Copy ) prompt, select the top surface.

4 At the Select surfaces to extract ( Copy ) prompt, press Enter.

5 Select the lower part of the bar and lock it.

6 Make the Top viewport active.

7 From the Solid menu, click Text.

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8 In the Text Object dialog box, under Create, click Curves, and click OK.

9 Place the text in the Top viewport.

10 Drag the text to the middle of the bar and click.

To project the text curves through the bar:

1 Select the text (curves).

2 From the Curve menu, click Curve From Objects, and then click Project.

3 At the Select surfaces or polysurfaces to project onto prompt, select the top surface in the Top viewport.

The Project command projects objects perpendicular to the construction plane.

4 Delete the original text curves.

5 Select the top surface.

6 From the Edit menu, click Split.

7 At the Select cutting objects. … prompt, window select the text curves, and press Enter.

The curves have split the surface. Each part of the text is a separate surface.

8 From the Edit menu, click Select, then click Curves.

This will select the curves you used to split the surface.

9 From the Edit menu, click Visibility, then click Hide to hide the curves.

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To change the render color of the text:

1 Select the text surfaces.

2 From the Edit menu, click Object Properties.

3 In the Properties window, on the Material page, click Basic and select a color for the text, like red.

4 Right click on the Perspective viewport title.

5 From the menu, click Rendered Display.

The letters render in a different color.

To emboss the text in the bar:

1 Click in the Top viewport.

2 From the Edit menu, click Select, then click Previous Selection.

This selects the text surfaces again.

3 From the Solid menu, click Extrude Solid, then click Straight.

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4 At the Extrusion distance ( Direction BothSides=No Cap=Yes Mode=Straight ) prompt, type .2 and press Enter.

The surfaces are extruded perpendicular to the active construction plane.

Notice that the top of the text follows the curvature of the original surface.

5 Save your model.

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Making a 2-D drawing from a 3-D model Rhino has the ability to generate a two-dimensional drawing from a three-dimensional model, by projecting the geometry to the world coordinate plane, and aligning the views. Options for first angle projection or third angle projection are available. In addition to the three orthographic views, a two-dimensional perspective drawing is also generated. Hidden lines are removed and placed on a separate layer.

Options for creating four views: three parallel viewports and a perspective viewport, or single views of individual viewports are supported.

The Make2D command makes a two-dimensional drawing for all four views.

To make a 2-D drawing for dimensioning and printing:

1 Open one of your flashlight models.

2 Select the flashlight, button, and lens.

3 Move the flashlight in the Top viewport below the horizontal axis line.

4 From the Dimension menu, click Make 2-D Drawing.

5 In the Make2D Options dialog box, click 4-view (USA), check Show hidden lines, and click OK.

The 2-D drawings are created on the Top CPlane near the origin on the world xy plane. View

them in the Top viewport.

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Dimensions You can create simple dimensions that are visible when you are looking at the plan view of the construction plane.

Dimension Types

To dimension the 2D drawing:

1 From the File menu, click Properties.

2 In the Rhino Options dialog box, on the Dimensions page, make the following changes.

3 From the Dimension menu, click Linear Dimension.

4 At the First dimension point ( Style ) prompt, snap to the lower left end of the 2D drawing in Top viewport.

5 At the Second dimension point prompt, snap to the lower right end of the 2D drawing in the Top viewport.

6 At the Dimension location ( Vertical Horizontal ) prompt, pick a point below the 2D drawing in the Top viewport.

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7 Finish dimensioning the 2D drawing.

To export the 2-D drawing to AutoCAD:

1 Select the 2-D geometry and the dimensions.

2 From the File menu, click Export Selected.

3 Change the Save as type to AutoCAD DWG, the File name to Flashlight.dwg, then click Save.

4 In the AutoCAD Export Options dialog box, AutoCAD Version 2000, Save Curves as Polylines, Save Surfaces as Polygon meshes, Save Polygon meshes as Polyface meshes, check Use Simple Entities, click OK.

The 2-D geometry, layers and dimensions are translated to AutoCAD’s .DWG format.

Printing Printing a wireframe image of your model directly from Rhino is supported. Options for scaling and printing in color are available. Images in the current viewport or all viewports can be printed. Rhino uses your windows printing device for output. While printing to scale is supported, hidden line removal is not supported. Use the Make2D command to generate hidden-line views to print.

Exercise 1— Practice printing 1 Open the model Printing.3dm.

2 Maximize the Top viewport.

3 From the File menu, click Print Setup.

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4 In the Print Setup dialog box, click Landscape, adjust any other options appropriate for your printer or plotter, then click OK.

5 From the File menu, click Print.

6 In the Print dialog box, choose the following settings:

Under Print area, click View.

Under Print scale, select Scaled to Fit.

Under Print offset click Center objects on paper.

7 Click OK.

The Top viewport will be printed.

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To print the current viewport to a scale:

1 From the File menu, click Print.

2 In the Print dialog box, change Print scale to 1:20, then click OK.

To print a rendered image:

1 Open the model Render.3dm.

2 From the Render menu, click Render.

3 In the render window, from the File menu, click Print.

The rendered image will be printed to your default Windows printing device, which may be

different from what you set in Print Setup.

Look at the gallery images To see what else can be modeled in Rhino, check out the Rhino gallery at http://www.rhino3d.com.

Build your own models Try modeling anything you have on your desk or around your house. Come up with your own designs to model. Try a few different versions of each idea.