Rhino 3D Grasshopper Structure with connections | DCO Graphicstudio | Skillshare

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Rhino 3D Grasshopper Structure with connections

teacher avatar DCO Graphicstudio

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

9 Lessons (51m)
    • 1. PART1 - INTRO

    • 2. PART2

    • 3. PART3

    • 4. PART4

    • 5. PART5

    • 6. PART6

    • 7. PART7

    • 8. PART8


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About This Class

In this class you will learn how to create a wireframe structure using Grasshopper for Rhino 3D.  This structure is created and subdivided using various components.  In the end you will be able to create an impressive structure that includes connections.  This will allow you to subdivide any geometry that you want to develop for fast design development. These tools are great for students who are trying to expand their design arsenal.  They will allow you to create some impressive geometries in a quick amount of time.  The tools here are just the start of what is possible to create with Rhino 3D.   Make sure to follow me for future lessons like this one. 



Welcome to DCO Graphicstudio

Here you will learn everything related to Architecture, Design, 3D modeling, 3D printing.

Anything related to digital media and digital fabrication.  If you have any questions, Ideas or concerns contact me directly here or at [email protected]

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Check out my website for more Parametric Courses and Scripts


Here you will learn about Architecture and Parametric design along with other 3D modeling tools   


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1. PART1 - INTRO: Hi, everyone. Welcome to my course. In this video, I'll be going over a Grasshoppers script that allows you to create a dome subdivided with connections, so make sure to follow along. And if you have any questions that the woman the comments below but let's get started. 2. PART2: to start, Let's create a circle. This is gonna be a jumping off point for creating her base geometry. So let's give it a slider and plug you out into the Riedel's and right here. On the perspective view, you should see that circle created here in the I know Vieux Port. And so we have that 120 circle here, and what we want to do is create two more above that. So, um, let's create another so circle, also 120. But this one way will move the circle in the Z direction that will make it another 120. And then we can take that original circle right click and one preview it because that's the circle that we moved up here. And now we can take this circle and we can decrease or increase the size. We could also increase or decrease the height, and what we want to do is now take, um, create another circle here at the top. That's smaller, so let's do that. Once again, let's create another circle. Let's move it in the Z direction and we'll quick create a new slider here. So we can copy paste here, but this one, we're going to move up higher. And then we're gonna take this circle here and plug that in because we want that new circle . So what we have is one circle the base circle. Actually, let me own preview this one, because we that's the one that we moved up. So we have the base circle. Now we have the middle circle and we have top circle. So let's put them together. So they're organized at the recent. Why we're doing creating three different circles is because we want to be able to loft all of these together. And so we'll actually put this one on the bottom because that's the bottom one, this one in the middle and that one at the top. And you should be able to adjust, uh, the size of booth in this circle here, and we can also go in here instead of making it 1000. Let's make it 300 max it 300. We'll make them all a massive 300. That way we don't It's not too much that we're that we're doing so the top one. We can make it smaller and we can lower the height so we can do the same thing with the other one. And we can also decrease the size of of the or increase the size of the geometry. So at this point that's created Loft. Let's plug in all of these. So we'll start with the 1st 1 then the 2nd 1 then the 3rd 1 And if we go here on the top right to high quality, you'll see that it'll make it cleaner. And so we'll take. We see that with this middle once a little bit big, we can make that smaller, and we could also increase the height. Or we could take the top born and we can decrease the height and increase the the the shape . So this will give us, um, some some good parameters that we can fix in adjust our geometry accordingly. And this will be good because later on, as we moved down the line, the chain of command here, we're gonna be subdividing the geometry, and we will want to then at just this geometry that we created initially, um, according to what we do later. So this will allow us to change the geometry even when we already developed and subdivide this so staging for the rest of the the steps, the other thing I make sure to do is to label them. So I'm gonna create a panel. That's what this one's called and I'm going to circle base and one of the tricks that I have is I I slide over and hit Ault and that makes a copy, so I could just make a quick copy. So this is a circle base, and then this was going to be called Circle Mid to to label that. And then this was gonna be circled top and that we will keep everything organized and clean so we can come back to it and make sure we can remember what the sliders are and what they do. The other thing I do is say, select all of them put together. And then they hit the left era. That way it keeps him all aligned here. I do the same thing with this so you can do this and then had to left. And then they all lined to left. Same with this one you can hit due to the right, and they all aligned to the right, so that keeps it way cleaner and way or more organized. And then at the end says we know that that's the geometry we do control G. And now we have this as a queen. Um, clean beginning script. 3. PART3: So what we're gonna do now is subdivide this geometry. But as you can see, we have these lines that were kind of in the middle and they'll get in our way asses We moved down down the road. So let's select them holding shift down and you can select more than one and then do Space Bar. And then on previous, which is the guy with the, uh, band over his size. And then now we have only the geometry being displayed. And so let's move on and create a subdivision. So let's sub divide that by using something called a nice trip. What I said trimmed us is it sub divides this geometry into a certain amount of divisions. But to get the division number, we have to do divide domain squared and then we could take those segments, put him into into into the domain, cause easy here says domain domain, and it's gonna do you count of 10 in a V count of 10. So it's gonna subdivide this 10 by 10. We can put the loft in here in that, uh, makes this component work, and then we can plug this into this one and that'll make this component work. So, as you can see, we have all these subdivisions that are more rectangular, and we have we still have this once elected. So let's do a space bar and and hide it that way we can see now the geometry being displayed here, what we're gonna do if subdivided, I'm gonna do five. And I'm gonna slight this down and hit Ault and make a copy. That way we can do instead of doing a 10 by 10 will do a five by five. The V is gonna be the, um Let's see, the V is going to be the amount that's gonna be subdivided and this way and the vertical ones going to be this one so that I'm gonna bring that down to three. We'll put that at 10. That way it kind of creates a square subdivision, and that's how simple it is to subdivide a, um he don't, but there's many things we can go from here. I mean, if we really wanted to, we can go here and deconstruct Europe, and then we plug this in here, and this will give us all of the different pieces. So has 30 bases three times tennis thirties of their state, 30 of these all the way around And the edges air gonna be the lines and the burgess Cesaire gonna be the points so we can hear Go hear and tepid pipe And we can already just by plugging in the edges into the curbs We see that we can already create a structure just by using those subdivisions and giving the all of these edges, giving them a thickness and radius. We can also come here and subbed by this further and it'll update accordingly. So if you're trying to create a kid's playground, this is kind of how you would do it. Not to mention we could always come back here. We can say, you know what? The top circle. I don't want it to be so open. I wanted to be more close down. We can come in here into that. And then we could also just say OK, I wanted to be a little bit higher, more appointed, don't We can always come in and do that. And that's how how quick we can go ahead and develop these. But these are gonna be around it out so we're going to go into a little bit of a different direction this time. We're gonna create the's a straight sections, so let me show you how to do that to get that done. Let's get on, go ahead and get rid of these. And let's still keep this deconstruct. Be ready. Now let's go ahead and hide this ice so trimmed service by right clicking and un previewing it. And now all we're left with or, uh, is this geometry with all of these points in the spaces and edges. And so what we want to do is take the burgesses, which are the points, as you could see here, and then create a poly line So we'll take the Vergis ease will plug that into the poly line , and us you can see it will create a wire frame structure with straight sections, not round sections like it had before. But as you can see, it's missing the bottom part. So when we go here to Polly Line, we want to go to closed right Click said Bullying. Right? Click said Bullion, you got true. What that does is it will close down all of these into one. So this is one close bullet. Find this is one close probably. And now we can do the same thing that we did before. Do the curb into there and we can say that the pipe of three. And now we successfully subdivided it once again. But now this is with straight sections for this one. It'll look cooler if you have more subdivisions because they'll get closer to the actual and base geometry. So that's one of the tricks I wanted to let you know that you're able to do just by using that ice a trim component, the other thing we could do. So let's get rid of that. So now we know two ways in two directions we can go. If we go here to the deconstruct, be repped, and we preview it again. We see that those lines go from there to there. But one thing the next step I wanted to take was to create a point in the middle of this panel and have all of these connect to it that we can create a triangulated dome. And to do that, we will take. We have all of these faces and there's a component called area. What that does is it will create a century, which is a point in the center there, and so we guarded faces and type in geometry. You'll see that it creates a point in the center there. 4. PART4: so she could see we have these poly lines to go from the corners. But what I want to do next, as create a point here in the middle that we connect to. So to do that, we have to use a component called evaluate Surface. He evaluates surface that we go found it. And what we do is we take all of the faces because this is gonna ask us for a surface. So the phase are a bunch of, uh, the reps that air surfaces and we plug that in here. And what this is asking is what point do you want that to be in? Where do you want the point to be located? So we're gonna ask it to be in the middle in the middle, so to for it to work, though, before you have to go here too. The ice a train service and you have to right click and repairmen tries that will make it so this component works correctly, otherwise it won't. But Okay, so we plugged in the service here in the testing us for a point. We can create a point we can create a point by, I see, Go here to vector and it says You're construct point. So that's what it's called when you construct a point. Go here to put that point that and as you can see, that it's at 000 So it's going to create a point at 000 of this. And if we put it up 0.5, but 0.5 point five, put five. As you can see now, I created that in the middle, and if we changed that around, we could move from corner to corner. So another quick way to do this. I wanted to show you the way to do it with sliders. But the way you want to do this is go here to input and you go toe MD slider. That's actually going to create a point in 0.5 point 5.5. You don't need to use a construct point or sliders. You just use this component MD slider and you plug that in there, and now you should have the points. That air in the center there, in what's cool about this is without even using a slighter. We can now move around in this square here represents the square panel there so we can say OK. Bought a month. Top right top, left bottom. Right. We're dead center, which is what we want. And now we have here in the model. We have this point here in the middle, and we have these corner points. So the next step is to create a line. And what the line's gonna ask Issa start point in an endpoint. So a 0.0.8 point in point B. So point A is gonna be Do you remember that we had these sort of sees that created that Polly line? Will those vergis ease create the star point? So we're gonna go from the corner to the center point to which point to the center point here. And so there we have a really interesting, really cool, triangulated structure that we can we could know come here and says this has frames in all these points. It makes it a little ugly to look at here. We can right click on preview. We could also go to here in on preview, and now all we're displaying is that geometry. And if we wanted to get crazy since we're not doing pipes right now, we could weaken, do a slighter, bigger number, says we're just doing curbs. And we can show you what it looks like when you continue subdividing it so it can create some really cool, cool structures. And if you wanted to create a different look, he could even just hide these poly lines and just create it like that. So that creates a, in my opinion, a cleaner looking dome. But it won't be a strong as having it developed, but with both of this and this. So the other thing is that these are just used, You're just using wires. Right now, you're just doing wire frame curves, which is nice. But if you go here and on preview it and we go back to these two and we do space bar preview, that's try to make it into a solid. So to do that will do extreme two point. So as you can guess, what are we gonna extreme to appoint, weaken extrude the poly line to a point? What if we take the faces and extreme those faces down to this point? No, we've created Well, let's hide those now. We've created this really cool, solid, triangulated structure that can. So now we can develop that one. But for the purposes of this of this lesson, we're just gonna go ahead in, keep it with just the wife frame. So let's decrease the amount here just to keep it easy to develop or not so heavy on her model. That's basically what I wouldn't turn to say. Here, there, that should be good. And so now we created this structure, and in the next step will you'll see other ways that we can take from this point so we can create a interesting structure. And so I've gone ahead and cleaned up a little bit some of this stuff. So I'm gonna go ahead and group it here. So these are just don't divisions. And if you remember, we created this lighter. Now you'll see how useful a discuss. Before we it was just lighters moving back and forth. So this one, you can see if we just bring it down, it starts creating some cool, cool effects that are kind of different. Difficult to represent an update. Otherwise, if you're trying to just do it by hand on Rhino, this allows you to just updated on the fly and create and just be able to explore your options so much better 5. PART5: Okay, So we have, um we know that we want to create just the two lines, this line and this line. That way, once a copies over, there's none overlapping. So we're gonna have to create another evaluate surface, and we're gonna have to create another one of these sliders. Now, the surface that it comes from our all the faces. So all of these faces and corners. So we're gonna get the the we're going to evaluate this surface. And so we're gonna create another point. At this point, we're gonna we're gonna preview because that when we had done previewed and it's in the middle, we wanted to be here at the bottom here at the bottom and here at the top. So this one, this one and this one So we go down here, too. Bottom Right. So that's one of them on. We can go ahead and shrink this town, and then we can go make a copy and plug that into that, and we can go now to going up. Makes it go to the right. So that's the other point that we're gonna do one more point and we're gonna try to go up to the corner. So how we do that is we go up, See, we're at the bottom, right? We're at the top. We're at the bottom. Know what? The bottom left bottom right? And then top. Right. And so we've successfully created 12 and three points, and so we can Now go ahead and take this and un preview it and go ahead and type in poly line and plug in those points there. And as you can see, we have just 12 And then once you move over, you do 1212 and then they all kind of coffee over but will be missing the top part, which is okay, because we do have that circle at the top that we can preview or this one that we can preview. And so we brought back kind of that top circle, which is not a big deal. Now we can go ahead and develop this these poly lines. So to do that, it's we select these and so we're still missing that line. So let's let's on it's type in curb, and we'll plug all of these in here. It will also bring that top curb all the way down from up there, and we'll un preview this one. So now we have all of these that we can now go ahead and pipe. We'll do a cab, right click and do round will give the slider three, and we'll take these curbs and put him in. And now you'll see that there are no overlapping pipes. All you have are these clean connections and that it makes it really, really nice and really clean for you to be able to come in here in the corners and create connections and do many things that you wouldn't be able to do if you just have all of these overlapping pipes that just make it very difficult for you to develop or do anything with. And so now that we have these curves as pipes, we can also bring in these because we know that these air single lines that go from outside to inside so there's no redundant. Once there, we can plug that into the curbs in here and the's poly lines. Would you just leave him there just in case we need them at some point, But now we can play around with divisions And yes, it's a little bit heavier now that it has pipes, but as you can see clean and easy to develop. So leave this at one, and I'll move on now, Teoh creating the connections that we're looking for so we'll move on to that right now. 6. PART6: well here in the corners. In this, you remember We have this component back here that gives us all of these corner points, but we know we have some overlapping. So to get rid of the overlaps, there is a component that works, Jesper points, which is called coal duplicates. And what that will do is, let's see, we have courtesies. Here we have 260 per disease. So if you plug all those Burgess, he's down into here. We'll see that if we didn't don't do anything. And we have this dash line, which means upsets sets up a bunch of different numbers. We have here points 260. So let's go ahead and Latinate. And now we have 78. So all the redundant points are gone. And that's what you want to deal. Because once we go here to spear, we can plug in this point onto the base. We can say three, and as you can see, they're just by themselves. They're, um we don't want it to be that big. We want to see me before, and they're a little big still, that's good to three. It's good to even three What we can do is now Teoh, but I'm gonna decrease the number of divisions that we we have something easier to work with. And, as you can see, s I update the model. We have the updates happening right here, and they're all still working out. So there's all this corner points now. We can do even a bullion difference between all of these pipes that we have messed around. We can go ahead and do him justice flat because that will make it easier for it to work. And we want to keep the pipes and we want to get rid of the spheres. So we do a bullion difference bullion, subtraction, components. And that's the reason why decrease the number of, um, divisions because it's going to make it really hard for it to work in this. You can see here we've created that the clean connections that go to that perfect point there, and one more place we need to put a plug is those points. It's plug us into there and see if we get one right here in the middle and you'll see it's gonna take a bit of time, because now it's doing it for everything once again. And as you can see, it created it there, too. So it's not just in the corners now. It's also in the middle, and we can go ahead. If we want to keep this, we'll group it together. It will go ahead and and bacon here to a layer just to see what it looks I can keep. Keep track of the progress. So this fears in the pipes, we can bake them. I will hide the previous, and we'll see what it looks like here. So we have a pretty cool, interesting little structure with clean connections, and they're accurate. Um, and so we can also go ahead and you decide on the way, and we'll hide it. We'll bring back Grasshopper and we'll take a look. Once again, I'm going to subdivide this further, and then I'll come back and show you the results 7. PART7: Okay, so that took a while to subdivide once again. But I am going to come in here and once again do a space bar. Speak up Space barn and beat a sequence. See, here we have a clean, clean structure once again that we can put, you know, in any any model that we want. But for some reason, I'm not really digging the way that the spheres are looking. So I'm gonna create some other geometries that I'm pretty sure you guys are gonna like a lot better than just having spheres. So let's go ahead and take a look it other ways that we can create connections. That way you don't You're not stuck just with one way of doing it. You have multiple ways of of being able to subdivided. So we'll get rid of the spears here and will create some flat connections 8. PART8: Okay, so once again, let's go back here and let's make the subdivisions a small number of subdivisions. That way we can easily update this without having to go through headache. So we'll make it kind of like that actually will make it to here, not one two. That's actually kind of put two here. And so what we want to do is create these connections that are gonna be flat. So the way to do that is I'm actually gonna subdivide this to 10. And in this 23 Sorry about that. So let's go here and let's go ahead and create a circle. And you're gonna wonder wise when where we're gonna place it and we're gonna put it here. You see where it says we created that the points one here, one here and one here. And what we want to do is create a circle here, circle here in a circle here. And so we have the normals and the frames, and what they are is a bunch of little planes that are perpendicular to where the surface was there. So that's what we're gonna use for creating the circle. So we go to frame put that into the plane. We'll give it a read yourself. Three. In this you can see at every corner point we have a circle that lines up, and we're also gonna want one where here, in this normal and because that will create the one right here in the middle self, let's go to this normal or this frame. See, it's not that normal. It's it's the frame and we can get rid of the normal. So we have that that is created right at the corner. And so what we're gonna want to do is extrude in the direction of this circle. So are this this plane? So it's extra. Go ahead and extreme. So, actually, instead of creating two sets from one frame, let's go ahead and create one from here and then one from the Centre Prem's. And then let's extreme, we're gonna extreme two sets. The first set it's gonna go from this spring. Now the first circle is gonna be this one and then this one, and in which direction for this week complaining called amplitude amplitude creates. I last you to put a slighter in a direction of vector so we'll plug this into here and we'll do the same thing down here who plug in the director here. Put the direction Now which vector it's gonna vector is gonna be the same cream and the vector. It's gonna be the same frame for this one, so we can go ahead and unp review that. And as you can see now, we're creating some thickness to it. But we need to tell it how much we want to extreme. So we want to extreme Let's go 1.5 dot, dot dot 23 So what that does is it creates a slighter from 1.5 to 3. So it's 1.5 dot dot dot three. So we will plug that into here and into here into this amplitude and also into this amplitude. And so now we have that created here. But as you can see it only extruded in one direction. We wanted to extreme in two directions, so we'll actually go in here, create a component called negative. So tight end, and then it'll be negative here at the bottom and we can plug in 1.5 comfort that into a negative 1.5 and also plugged that into the amplitude and do the same thing for this aptitude. So as you can see now, it x treated in both directions. And we could also if we if we wanted to, we can extrude in the negative direction, one amount and in the positive direction, a certain amount. So go here, delete this one and hugging the aptitude for negative and then plug that into here. This amplitude on that wants been into that amplitude And so we can also control how much we extrude out. We can choose how much too extreme. So now we have those too sliders here that let us kind of, uh, do the connection according to what we're looking for. So we can go here on the side and say, OK, we want that a little bit bigger, but we wanted to be not us out, and not this a little bit more in this way. And so, as you can see, you graded those flat connections that look a little bit cleaner than the ones that we had before. But as you can see, they're still open unless we could see also have some overlapping ones. So, uh, let's go ahead and take these two do component called cap. We can plug in this one. We can also plug in the ones in the middle. But we have a bunch of redundant, two sided extraditions that we're gonna have to go ahead and union. So solid union here at the end, And this one is gonna take a long time. So let's go ahead and clean up here. So this is connection size, and then this is connection like those to do the little area to the right. So, like, these two left this to and so we've kind of gone ahead and cleaned up everything. And now we can go ahead and do this one, which will take a while. Okay, so here I am. Um, they have now updated once. One thing you have to do is you have to, right, click and flatten it here. But as you can see, the connections are now created at every intersecting point and their individual ones, and they're not overlapping. Now we can go ahead and do the same thing that we did before. We could either, uh, do a bullion difference so we can create some queen connections or there's, you know, other things we can do to to kind of clean it up. But, uh, this this is looking pretty clean. Let's go ahead and do a difference. So solid difference. And that's go ahead and use the pipes that we had before. Plug them into the top and then do a difference with the connections. Once again, they will take a little bit of time. Once it's none, you'll see that you'll have the resulting pipes here. You'll have the connections, and you can go ahead and take those original pipes and hide them. And as you can see, all those connections go to a single point there that there's pretty clean and easy to develop. Now I'm gonna go ahead and big this and waken go from there. Okay, so go ahead and hide that. And now we have I'm gonna show the difference between this and the other one, and it's a bit different looking, but it doesn't have all those you know, and it looks a little bit cleaner to the I. Now go ahead and hide that and then I'll bring back Grasshopper and there's just one last thing we can do. Uh, with all of these, and that is to create a hole in the middle to just kind of give it that last final look of clean connection. So let me show you how to get that done. 9. PART9 - CONCLUSION: Okay, so way have this geometry and we have these two circles. We're gonna want to upset these circles. It's been upset and let's upset this circle. And also that's great to set. So once said here and let's create the other side of circles that would upset. So luckily, they offset in and we'll keep it up the default of warn for now. So what we want to do is now extrude and so we want to extreme in the same direction that we x treated. These so basically want to copy the same steps. So you want to take this extrusion plug that into here, and this extrusion plugged that into here and have the amplitude be the same so extreme in both directions. Um, so now we have those extra Asians, as you can see here, let's go ahead and preview. And so we have these connections in the middle that are working, and these other ones that are not working for the ones that are not working was go here in direction and typing in right click and do graft. And so now we've successfully kind of created those, um, holds that we're going to subtract from that outside ring. So let's go ahead and cap the holes for both of these. Let's go ahead and hide geometry. And that's also go ahead and do a union. A solid union that's that way at everything is put together into one one set. So let's go ahead and do this club betting to there. No give you sold him and like that in there, and it should give us another result. It'll take a few seconds once it comes back. Once it comes back, it should be all working out. So there we have that inside portion way also have that outer portion. And now it's just a matter going ahead and subtracting it. So that's what I'm gonna do right now. Would it go ahead and do a subtraction so solid difference? Uh, so be this is gonna be the outer portion, which is gonna be well, you want to keep which is a and this one which we want to take, get rid of way plugged that into the meat in a few seconds, we should have that result of just that uttering, and we can go ahead and take those two previous ones. Go ahead to speak smart and previa. And so there we have the really clean connection at the corner of every. But you see how it's clipping. They're a little bit we can go ahead and we know that that's gonna be the Negative Valley. So we can do Here we go. Come here and do it, too, And it'll take a bit of time for its update, but it'll update accordingly. Okay, so now we have that kind of cleaned up, and I'm gonna go ahead and take it that we can give you an idea, the final result and the progress we've made along the way. So all of these, we can create any of these shapes fairly easily by adding and subtracting little components from Grasshopper. So hopefully you learned something interesting in this video. And this this and also from the script where you can, you know, do any of these tricks for any other script, and they should work out. There's just certain things that you need to keep in mind. So I'm gonna go ahead and show you I'm gonna go kind of crazy on on some of the form and I most subdivided and I'm gonna come back and show you the final result of this script and what it's capable of doing fairly quickly. Um, I'll also be doing a render and showing you what it looks like when you go ahead and render an export. - Okay , so we have a final result here. I created this structure, um, kind of like an egg shaped, but they all have all of the connections. They're all perfectly created. And let's kind of take a look here at the script at what we have done. Um, he created this outside shell, and we've also created those inner connections. So I'm gonna go ahead and Bacon. It's excited with the other one, which will take a little bit of time. And I will give you an idea of, you know, all of the different things that we've created with the script. And so let's go ahead. Unp Review That's show that show all the old work. So there's type in here show, and it's a large of structure. But as he can see, no way we can kind of flight through here in rendered you that way we can see the result of that. So we have the one that we created with just the spears in the middle, the other one with just the planes. This one, it's a little bit smaller, one with the holes. And we have this very, very large one, Uh, with also the holes here. So I'm gonna go ahead and do a render and give you an idea of what it looks like, what it's rendered. I'm probably gonna do this smaller one, so I'll give you an idea and you'll be able to see it here at the end of the video. So we're getting close to the final result here on the render, and it's looking pretty good. And so this is a script that you can use for developing any structure or any form that you would like and a lot of the components and a lot of the steps that that have kind of outlined in this lesson you can use for many different other scripts that you be kind of creating in the future. So many of the steps you see here are gonna be relevant for many other scripts that you do in the future. So make sure you practice and get all those things down because they're important. If you want to, you know, have all these tools and be able to create some interesting and cool structure. So thank you very much for watching the course. 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