Transcripts
1. Introduction: Hello, everybody, it's Niklas, and welcome to this curse. Open scads the Complete curse. O pen scad what is. It is a Swede modeling
software that is open source. It is free and
easily accessible. Open Skad is different from
many Swede modeling software. Indeed, the design
is done with code. Therefore, it allows to create Swedi models
with programming. It is difficult to master the software when you don't know the programming language. It is also difficult to get
starts when you have used modeling software that use features to create Swedi models. Thus, the models
are visualized from the moment where the
code is created. The software is
ideal for people who want to create Swedi
models for printing, but also Swedi
models that can be exported for different uses. The advantages of coding, Swedi models are impressive. It is possible to
modify models by using variable or by modifying
values on the code. Why to use opens CDs. Because it is a
ergonomic software, because it is a free software, because you can have
parametric design. You can have fast rendering. You can find data accuracy. The software is different
from other modeling software. You can focus on programming. You have many
possibilities using codes. You have the creation
of models for printing, you have the creation of
models for different uses, and you can add variables. This is why it is
extremely useful to use open cards and to use programming
to craft Suddy models. Now, what you will learn
in this training course. In this training
course, you will learn open scat software from scratch. With a step by step
core structure, you will be able to
master the software to craft Swedi models using code. Starting with the dashboard, mastering the navigations
and parameters management. You will learn how
to add sheps and add transformations using the different
programming languages. You will see how to master
operation between the object, how to create repetition, how to add variables. At the end of the
training curse, you will be able to work with open Card software to
master open Card software, and you will be able to create your Sued models with the
programming language. Open cards the complete curse.
2. Start with dashboard: We're going to see the
dashboard of the software. First things to do, let's
explain the dashboard. When you start
with the software, you have this interface. On the tape loft corner, you will find some
file features. If you want to craft a new file, you want to open a file, you want to save
and export work. You will be able to do
this from these panels. After you have edit panels here, like the undo and redaction,
you can copy and pas, but you can do also these features in
different type of ware, and you will have more
options on this area. Here, this is a design mode. You can activate different
type of preview, and we will see that
it's important to craft a preview of your code. It is important also
before to craft, for example, an exportation
to have a render. Here when you click on view, you will have the
different options to select what type
of view you want. You have also different
type of shortcuts. Here this is a window panels, and you can find some
information and you can hit some window on
the dashboard and here is the panels if
you want to open a page and have access to different information
about the software. After that, you have
different type of windows. In the center, this is
your interface of work. By default, you can
see S axis, X axis, y axis, and D axis because we
are working in a Sed space. After to do this type of work, it's possible also
when you go this area, you can change
some type of view. You can also deactivate
at any moment the view of the axis like this. Here you can deactivate
also the view of the marker sans
of the dimensions. Or you can deactivate
the two to only have this space without
any information just here. After you can find four
different windows, and on the top left corner, this is the editor panels. This is where you will tape
the code on this area, and just on the top, you can also create a new
file upon a new file, seven new file, undo and
reduce the last actions, and you can also use different type of things
like preview and render. Generally, when you want
to activate a preview, you will click here on, you will use F five
directly on the keyboards. You can also click
on Render before exportation or you can click
on F six on the keyboard. You can also use the undo and
redo actions on this area. After to do this type of work, so here you will tape the code. You have the possibility to extend the window or
radio the window also. I think definitely the window is great when you arrive
to the last tool, so it means this one, and this is the last
tool that you have here, and I think you can fix the
window around this area. Here you have another panel. This is a console panels. The console panels allow you to see information
about the render. If for example, you have
something wrong in the code, it will indicate what is the line where
something is wrong. It is interesting to see the console panels
in a different way. Totally here you have
error log features also that you can use. We don't use this too much, and totally on the right, you have also a customizer. Panels. Most of the time we
focus on the center area, the editor panels, and
the console panels. Just here, you have a
line and one more time, you can select the
different view, so you can go on view and
you have the possibility to use the shortcut or to
click on E view here. But you can also use
these different tools. For example, you can
zoom in, Zoomer, you can sit the view, you can select the right view, the top view, the bottom view, left view, front
view, back view, and also perspective or orthogonal view when
you go on this area. This is how you can start. After that, when
you go on window, you can hide any tap. For example, I have
customizer here. If I decide to click
on i customizer, I can add to have more
space on this area. You can also work like
this because we don't use too much the
customizer panels, so you can directly extend
this window if you prefer. Or I can recuperate customizer. You can also click
here, for example, when you click here, it
is exactly the same way, you can come back
on this area and just select customizer
is now activated. In the same way you can
extend or red this window, in the same way you
can click here, and you can also extend
or reduce this window. But I think it's
important to keep some space for the
code just on the left, and keep also some space to have the view of your SD
models in this space.
3. Edit preferences: Explain the preferences. You can indeed the preferences. We don't have too many things to change in the preferences. You can give the preferences
exactly like this. But just to take a glance about what you can do
with these preferences. To have access to
the preferences, let's select edit and we
can find preferences here. Taught to do this work, we have different type of options,
different mode here, and when you focus
on the Swede view, it just to change the color
shame of your interface. By default, we use the
court field and we have this type of interface with
this color in the center. I think it's pretty good, but you can change.
You can use metallic. You can use sunset, but for example, when
you use some sinises, I think definitely not very, very good about the preview, so you can use sunset here. You can use star nit if
you want to prefer to have the axis and the dimension in wise and to have in
black the backgrounds. B fro donns, natures, deep ocean, Solaris,
tomorrow and tomorrow night. You can just change
the color shape. In the training curse, we just kick the Cf. Just here, you have show
warnings and errod Sview. Must centering zo. We'll
keep the Moth Centrin Zoom, and show runnings
and erin Sdview. What is this? It is just here. So for example in
the console panels. When you make something wrong
in the code in the editor, you will have the
warnings and the errors. I think definitely it's
good because you can see where you need
to change the code, what lines you need to change, and definitely it is
pretty convenient. So we can keep this
type of parameters. If I just continue with
these preferences, you can also extend if you want this window can extend when
you see the preferences. You can find the editor panels. Here, what is this? It teach the font families that
you use by default. By default, when you tape
any code on this area, you will have for example, like tape something like cube. As you can see, we have
directly a font famili. We have also directly a
size, if for example, I tape here, something
like cylinder. We have automatically
of form fama can open directly here, and we will tan
different type of information about
what you will be able to do with this cylinder. We have automatically font
family and different type of color depending
of what we take. If I come back on edit, preferences by deft
the font family is core are new here
with a size of 12. We have also color syntax at lighting with four
light backgrounds here. Indentation we have auto indent it means when you
tape your code, sometimes you will have automatic indent realize
when you tap your code. I think it's pretty good. In not using space, indentation, it will be a value of four and for indentation
wide and tap wide four. This is just
different information but when you tape something, if you want to change the
size by def the font, it's possible to
focus on the editor. Take a grain is a Swede view, so it means this
one, and this is the editor view, so
it means this one. After our information
for the Sued view, so we use a five format of ETL, and here it just some information
if you want to print. In this case, we are
not going to use this. We have also some
advanced features. It's definitely more advances, we don't have to touch
really to this different. Ions. Here this is some axis, and you can find axis mapping
with directly x y z axis. Here we use none and
some axis setup, we keep this different
parameter also. The last pont is some button. You can find sometimes
some element. It's something also really specific that you are
not going to use. Concretely, something that you can change can be
the Suite view. If you want to change the
color shame on this area, you don't like this too much. You can change the color mode. I can advise you to keep this two parameter check
because I think it's important. And the second important thing, it is the editor panels, and inside the editor panels, you can change the font
famile of your code, the color syntax, and also work with the indentation
in the line wrap. This is how you can focus
with the preferences.
4. Edit views: I it views who are going to
see how to edit the views, it means to change the displays. By default, we
have the X, the y, the Z axis as as explained here, and by default, you
can see this axis. First, if you zoom
in or zoom a out, you can find these
different axis with information and what type
of information we have. We have some dimensions, and we have also some separation depending of the position
in the level of Zoom. If I Zoom at, just like this, as you can see, the scale value will
not the scale value, but the dimensions, the appearance of the
dimensions will change. If I zoom out, now
I can see 100 here. If I zoom again out, 100, 100, 100, 100,
what does it mean? It means that here we have zero, and here we have a value of 100. On this area, we have
ten, 20, 30, 40, 50, 60, 70, 80, 19, and 100. Here we have some separation, if I zoom outt again, -200, and if I continue, I will have now 1,000, and it means that here
we have zero, 100, 200, 200, 400, 500, 600 700, 800, 901,000. Every time you will have
adjustment of the dimensions and adjustment of the axis
when you zoom in and zoom out. Now if I zoom in again,
I can zoom here, now I can see 100 on this area, but I can continue to zoom, and now you can see
we have zero, ten, 20, 30, 40, and I could continue to zoom until to have ten here, and now we have zero,
one, two, three, four, and we will be
able to continue. Depending on the level of zoom, you will be able to change the appearance of the dimensions
directly on this axis. If I craft for example a cume, I go on this area and I
decide to craft a cube. For this cube, I will
enter a wide of 40, 30 for the dept, and for the eight maybe 20. Then I will click here. And I will finish with my
semicolons, and I will zoo. The cube is appearing
on this area. Now, something that I would
like to do I have this cube. I would like to center my cube. I will add just here. First, if I just take
again about the dimension. If I Zoom, we have
40 for the wide, so zero and we can find 40 here. It means it's perfect.
If I change my view, I select the top view, I can click here, and I
can change for Octagonal. We have 30 for the deep, 30, and as you can see w zero, ten, 20, and 30. Here we have 40, and
here we have 30, so we have the right
correspondence. If I just go on this area, so I'm still with orthogonal
and clic from view. I will go on this area front. And we have eight of 20. So it means here
we start at zero, and we have 20, so it means. It's perfect about the
correspondence as you can see. But I can also center true, so I can add center equal true, and I will validate here. I forgot to put a coma and
now it's going to work. If I select again my front view, we have here zero, ten, zero, ten, and the total will be eight of 20 for this cube. Now if you want to
deactivate the view, you can just first, I can come back to perspective. And I can deactivate the view
of the axis as you can see. Now, I just deactivate
the view of the axis. You can also
recuperate the view or deactivate only the markers. It means the dimension
that you have to only keep the axis. It is also something
that you can do. Be sometime if you want to see your models without
all the dimensions, all the axis, you
can just click here, deactivate, and you will be
able to see your models. This is how to work with
the different type of displays and to work
with the views.
5. Master navigation: Explain the navigation to
work with the navigation, so here we have a space of work. For this navigation,
as you can see, you have three axis. The X axis, this
is a right axis. The y axis, this
is a green axis, and the Z axis, this is the blue axis. You can move inside this space
just directly using left click to turn around just like this and right click
to dragon move, and the scroll wheel to
zoom in and zoom out. Let's just add a cube to
see better this navigation. Will go on the left and
I will craft two cube. I will take cube, and then
I will start with this and what type of cube can crat Wide deep eight
center egal true. It means the last one
center equal two, and I will select a
wide first inside. I will crat wide of 40. I will define a eight of 30, and I will define a
tipped of 38 of 20. After that, I will
close like this and I will use some
column to finish. After that, I will be
able to see my cube, but the cube will appear here. If I want this cube in the
center inside this area, I need to put coma and I
will add center equal true. And now my Que will
appears in the midle. Now what's how to work
with the navigation. First, you can go on the view here and you can find
different type of navigation. If you want to go
the top view bottom, you can click on this
area, for example, a click top, this
is my top view. But if I go also on view here, a sil psele left,
this is my left view. You have also the possibility to focus on the view that
you want on this area. Right, I can select
top, just like this. I can silic bottom, I can click on left, I can click on front, and then I can click on back. After that, you have also
if I turn with left click, you have different
type of view that you can use like here, this is a perspective view. If you click here, this
is Octagonal view. You will have a
different render if you click on the top view
when it's orthogonal, like this, and if
it's perspective, it's a little different
as you can see. Sometime you will
be able to switch perspective to the
orthogonal view. Even if you go on view here, you have something more,
it is center like this. You can center the
element that you have directly on your preview space. When you go on
view, you can also select tiagonal just like that. Last important
print, you have also the possibility to
click on sit view. So for example,
you are like this, and you can click on Rezit view. It's like to zoom directly on
the element that you have. After that, how to process with Zoom in Zoom aute and if
you want to turn and move. First, you have these tools. For example, here's this view. When you click on this area, you can Zoom a out
how you can zoom in. Zoom in, zoom out. When you click on this tool, it is the sette view and you can find also the sette
view just on this area. Now if you want to
navigate perfectly. I can advise you
to use the mouse. As I explained, if you drag
and move the scroll wheel, you can zoom in zoom out, Zoom in zoom out outt, dragging and moving the scroll wheel. If you want to turn around, just left click and
with left click, you can turn around your
space just like this. Take a glanbt, the
view, take a glance ab. The axis because if we move the axis are going to move also. The last possibility if you
want to turn, for example, I zoom in, I'm like this
and I want to dragon move. I go right click
and you can dragon move the view just like this when you use
the right click. For example, I can
zoom here and right click I can dragon
move just like this. This is a important things to understand if
you want to move. Drag and move the scroll
wheel to zoom in zoom out. Left click to turn and right
click to drag in move. This is a important things to be able to move in
your space of work. If you want to select
a specific view, you just need to click on this area and select
the view that you want. After you can go left click
and turn around again.
6. Create document: We're going to see how
to craft a new document. For this, when you start
with the software. By default, you have a
new document created, and you have a possibility also to work on
different windows on different document directly
on the same interface. For example, this
is my first window, and I will create
something here. Here we'll just craft a cube, so I will take cube, and I will enter a wide. The wide of this cube
will be for example, 80, the deep will be 60
and the eight will be 40. After I will complete close
here, and before that, I will add something and
I will put center equal true I will just close and
I will use my semicolons, and I will be able
to see this cube so I can click here and we can
find the cube in the center. To create a new document,
you have new options. You can go just here and you can create a new
file if you need. You can also go and
fine and you can see new files on this area. Fine new files. Now you can see a second window. Maybe you have the
feeling that in the second windows
we have the cube, it is not really the case. It's just that you need
to activate the preview. For example, the cube is on my first document here,
we have the cube, and on my second document, if I click here to
activate the preview, now we don't have any things. But even if I come back to my first document with the cube, if I want to see that again, I need to click to preview. Don't forget that it's
very important to activate the preview because
if you don't click a preview when you
update your code, it's you are not going
to see your models. I can click here, preview
and I have nothing. On this area, I just
craft a cylinder. I will take C lender, and I will enter eight radius number one
and a radius number two. The eight of this cylinder
will be for example 80. Then my com, my second, my radius number one will be 20, and my radius number
two will be 20. I can close like
this, some colons, and I will be able to activate my cylinder
just on this area. I have also the possibility to put the cylinder in the
center if I needed, but in this case, I'm
not going to do this. This is our cylinder. Now let's create
another new document. File, new file. On this third document, I can activate the preview, and now we have nothing, it's logicals, and here
we'll crato sphere. We'll enter sphere, and I will open like
this and I can enter a radius or air egal radius
or D egal equal Diameter. I will enter a radius, and let's put a radius of 40. I just need to close like this, Sm colom and you can
create a sphere. Directly in the center, just like that, and
the fear sphere will appear in the center. After I we'll explain how you
can add more subdivision, change the resolution
of the sphere. But here we only focus on the
creation of a new document. We have three new documents. This is the first
one with the cube, and if I want to see
my cube preview. This is the second one
with the cylinder, if I want to see the
cylinder preview, and this is the third
one with the sphere, and if I want to see my
sphere, I can use preview. I can also form the cylinder, click here and put
center equal two. Thanks to that, my cylinder
will be in the center. I can also change
the resolution. I will explain this after. As others explain,
each time we need to activate just the view, the preview option
on each document. This document, if you want to
drag and move the position, you can change and drag
and move the position. When you will save your
work, you go file, and you have the
possibility to save your work and when you
go on to save options, you will be able to
rename your new document. If you want to open
an existing document, you just need to click on Open. It's pretty simple. You can open open
card file directly. So I says how to
create a new document.
7. Export work: Export work. We are going to see how it is possible to
export your models. For this, one of the
first things to do, let's create something
on this area. After we'll see how to save
and how to export the work. I will just go here and I
will create a cube first. Let's select the cube. And I will start with this
and I will enter the wide. So the wide of my
cube will be 80. The depth of my cube will be just 60 and the
eight will be ten. After that, I can just
click here and click here. I will add the M
colon at the end. I will zoom little out, and I will craft this cube. I just want to center my
cube and to center my cube. I will complete in
this a with coma, and I will apply
center equal two. And thanks to that, my cube will be located in the center. Now I want to create all in the middle of this cube.
How to do this work? First, let's create a cylinder. I will take cylinder here, and I will enter eight
radius one and reduce two. The eight will be, for
example, it can be 40. The radius number one will we
will apply, for example 20. The radius number two
will be 20, and with Ca, I will complete
with center equal two to put my cylinder
perfectly in the center. And I will close like this, and I will apply sum colon. After when I click here, I have my cylinder. If I want to change
the resolution of the cylinder to have
more subdivision, as you can see,
something that you can add after center two, you can add the symbol
dollars on the keyboard, so you can take dollars F
n equal dollars F N equal, and you can put a number. For example, I can
define a number of 100. If I click here now, we have more subdivision
as you can see. What I will be able to do it is to subtract the
cylinder from the cube. From this, we need to use
the bollard operation and the bolean is bollard
operation difference. We'll see that in details after. First, I will use
this little bit fast, and I will take difference, and then I need to enter
and close like this. Then you need to use
this symbol to open. I will click here
just like that. And I will close with the
symbol to close this area. And thanks to that, it will
show you that you will apply the difference on everything beside this symbol
and this symbol. So I me we will be able to substrate the cylinder
from the cube, and we need to put the
cylinder just below the cube. So now what's happened if
I activate the preview. You click on preview
and you can see the hole in the model just here. We have created for
example the models. And some things that
I would like to do to save and export my work. If you want to export your work, you need first to
create a render. To create a render,
you can see that here. This is a preview and
this is a render. You need to do the
render at the end. Thanks to that,
the software will calculated your models and you will be able to
export your work. Let's just click on render. Now on the console panels, what you will be able to see. You can see the rendering time, but just below you can find simple the
number of vertices, edges, facets, volume, and more rendering
finish on your models. If I go on file, I have the possibility to
click on Save as and first, you just have your file
in Open Cat's file. The Open Cats file is
is here, that SCAD. It is that SCAD here. SCAD is open Card f, and you can just rename on this area and you
can save your work. Sams so that you can reopen
on open card at any moment. Now, if you want to
export your work, you will focus on STL. You have the export options
here directly as STL, but you can also go and export, and you have these
different options. When it is a SDI models, you want to focus on STL. You can click here
and thanks to that, this is STL file, and you can change
the fine name. You need to understand
that STL file is a basic Sued file that you can reuse on
different software. If you want to reuse
these models on another Swedi modeling software without any code
code, it is possible. You can also open this type
of file on a CAD software. And for example, in open Card, it's not possible
to apply a texture. It's not possible to apply
directly a materials. It's not possible to
create a realistic render. But you can create
your model in pencad. You can then go on file, export, you export your file in STL, and you can, for example, create a re rendering or add
a material or texture on another SD modeling software
or on CAD software, which allow you to create
this type of things. This is a Steel file. After that, if you go and
file, you have more options. If you just want
to export a view, you have export as image. For example, you
define a view here, and you have the
possibility to go and file, export, export as image. Here, this is a PNG file. You change the fine name, and you can export a
view just as image. Fail as you can see. You have also more Option file export. For example, you can export
as this type of file. You can use also SVG or S
S S G file or even PDF, but it's more interesting, the SVG file can be
interesting if you focus only on TD because it's also
possible to create sheps in TD, and you can create
something only in TD. This case, you can
export as SVG, and you can also
one more time reuse the SVG file in
some CAD software. But the most of the
time in open card, you will export as STL like
this to have Sed models, and you can export just
to view as image file. But you have also more
options if you need.
8. Create cubes: Craft cubes. We are going
to see how to craft cubes. For this, some thing
that I will do is to go on this area, and I will start taping cube. What some options you have when you start to
open like this, you can have the
possibility to craft a cube only with the size. You can also craft a cube with the wide tip and the eight, and you can craft a cube
with the wide deep eight, and you can also apply
a center echal true. So if you just want to
craft a basic cube, you can just go in this area. You tape the value that
you want just here. So you enter like this. Take a glans, you
can open just here, you can just crato size, it can be 20, and I can close, you just need to put
sum colon at the end. If you don't put some colou
you won't see any things, and after that, every time you need to activate the preview. You can see we just
have a cube 20 by 20 by 20 because we only
apply one dimensions. If in this cube, I use C and I put
center equal true, Just like this, acini here, I can put my cube in the center. It's also possible.
You need to understand every time you can
add center equal to, at the end, you put a
coma center equal to, and you can also
center your cube. Now if you don't
want to have a cube, so it means you want
to have something with different eight deep and wide. How you will be able to do this? I'm going to start again. Let's just click here, and I will create an cube cube, and I will add a
wide deep and eight. What will be the wide here? I will be able to apply
a wide of 80 like this. I would like to have
eight or 40 and dp of 48, maybe we can take 20.
Then you close here. And close again with this. Something that you will
be able to do it is to add semicolon at the
end one more time. After to do this work, you
can activate the preview. You can see this cube just
on this area just like this. After to do this
work, this cube, if I need to center my cube, I just need to add after here, and I will be able to
add center equal true. I can take center equal. Two, and I will be
able to activate and to put my cube perfectly
in the center. First, we focus only
on primitive shapes, how you can craft shapes. After I will explain
how you will be able to craft translation, rotation, scale all these type of things with this
primitive shape. But first, let's just
focus, step by step, how you can create
a primitive shapes with a different options. You can just craft a simple cube with the same size and you can craft a cube with different
type of size just like this. Now if you want to
change the dimension, this is one of the
interest of the code, you can only change
the dimension. If here I want to have 120, I can take 120 and I can extend
directly from the center. If on this area, I want to
change for 80, just like this. I can enter 80 and I will
be able to validate. If I want to change here, let's just step on ten, I can also craft something
like this, as you can see. You can definitely make
anything that you want, but you can change the value at your convenience if I want to change on these
directions and put 100. I can just put 100 and
validate like this. This is how you can
create the cube. So you can create the
cube that you want, you enter any dimensions on this area if you
keep center to, we stay in the center
as you can see. Just like this. It's okay. Let's silic the cube and just press delete on the keyboard. If you activate the preview now, we won't see any things. It's okay with the
cube like this.
9. Create cylinders: Cra cylinders, we're going to
see how to craft cylinders. For this, I will
go on this area. Let's zoom a little out, and I will start to tape Claner. After when you open like this, you have the possibility to see what type of cylinder
you can create. You have different type of
cylinders, as you can see, and something that I will
be able to able to do. It is to create my first
cylinder with eight, just radius number one, and a radius number two. But it can be also just eight, just a radius and center equate. Let's first crate
a basic cylinder. I will create eight of 80. And I will enter a value
for my first radius 40, and a value for my
second radius 40 also. I will closes, sm column, and I will be able to activate the view of my cylinder axis. Now this cylinder. If I don't want to have the same thing on the
top and on the bottom, I can change the value. So for example here, I can tape a value of 20, and I will be able to
create something like this. If I change this one
and I just want 30, I will be able to
obtain this render. If I want to have the same size, I can tape 20 on the top
radius and the bottom radius. If I want to complete
and center my cylinder, I will put comma
center equal true. Thanks to that, I can put
my cylinder in the center. You can also if I
take the second one, tape only eight, radius
and center equal true. Another way to create a cylinder
can be to tape cylinder, and you tape H equal, just like this, and
you enter a value. I can enter a value of 80. Er equal, and I can
tape value of maybe 20, and I can put center equal
true, center equal true. I close Sm color and
phys little out, I will obtain exactly the
same render in this case, but I just tape
something different. Here 30, and if I want
to reduce on this area, I will obtain this
render, as you can see. If I go here, I can come
back with maybe 40, and I will be able to tape this. Other type of
cylinder that you can create let t cylinder, and you have the
possibility to enter the 81 equal two equal,
just like this. It is exactly the same, but instead to enter
12 just like this, you enter H equal one equal
two equal and center equal, and the one is the bottom
here two is the top. Let te H, equal. Here, the cylinder, H equal, and I will enter
a value of maybe 40 After I can take here
one equal maybe ten, and r two equal maybe 16, if I want to center, if
you don't want to center, you don't need to apply center. You can just close like this, semicolon, and you can just validate and I
will turn this render. If I want to center, I can complete
with center equal. True, just like this. After that, you can
put also cylnder, and you can work with eight
diameter center equal true. It is exactly the
same that H equal eight r equal radius
center equal true, but this time it
is with diameter. H equal, for example, 80. D equal, for example 20, D equal 20, then this time, I will I can apply center two or center two after it depends
what you want to do. If I go here, I can enter
directly center equal two. So colon and I created this cylinder with
this time diameter. But you can change
at any moment, you can click here and put
equal 20. Here is the radius. If I put DD, it is with the iameter. The last possibility
of cylinder, it will be two hear first hoops. Sage. I will click here
to activate the preview. The last possibility
of cylinder, When I go on this area, you can take cylinder
start to open and you can work with H equal eight, d one equal bottom d two equal to center
equal t. It is here, this one is exactly
like this one, but instead to use
radius, we use diameter. I will enter H
equal, for example, eight of 80, D one, so diameter number one equal, maybe it can be 12, and Diameter number two, D two equal may be just
equal maybe just 16, or I can invert, maybe
here I will put 16, and just here we'll put 12. If I don't want to
center at the beginning, I can just close like this, some colon, and I can activate the preview
just like that. As you can see. Now if I want, I can add center equal
true, I can validate. The last important
things, if for example, I put 16 and just here 16 also. Last important thing is
the number of subdivision. Because as you can see, we don't have too much subdivision, so it looks like a
polygon sometimes. If you want to create a polygon, you can just change the value. First, let's change the
eight for 40, like this. If you want to create
something more like a polygon or more with a better radius. Something that you can
do, it's after that, you can add coma. After this coma, you can
put dollar f n equal. Here, this is a number
of subdivision. If for example, I put 100 here and validate,
as you can see, we have so much
more subdivision, and we have the feeling to
have something more circular. If I put 200, it is more again. But if you want to
reduce, you can reduce. If I type just 20, you can create something
more like polygons, and I can reduce more. For example, I can reduce, put only and I will
obtain this t angle, this three d t angle,
as you can see. If you put one, nothing special because I need to
put at least site, so two it is same. But if you put site, you
will obtain this render. If you put four, you
will obtain this render. If you put five, you
will obtain this render. If you put six, you will obtain this render and you can
continue like this, you can increase at your
convenience, just like that. This is why it is
important because you can from the base
of the cylinder, if for example, a
tape like just two. You can craft polygon just like this with the base
of a cylinder. You can do the same thing
like at the beginning. For example, you go here, you select the first one, and the first one you can apply just directly
the h. For example, the h can be 40. The radius number one can be ten radius 210, and after that, I can complete with just let's start like
this, Semicolor snder. After something that I can do, it's to click here and I
can put Cynter equal tru. Thanks to that, I will
be in the center. And if I want to change
the number of subdivision, I will put coma and the
sine dollar F n equal. If I want to increase, I can
put 200, as you can see, but you can also reduce like, for example, eight to
btain this render. From a cylinder, you can
make a lot of things different size from the top and from the bottom,
you can center. You can adjust with the
number of subdivision, and thanks to the
number of subdivision, you can craft something
more like polygon or something more circular
also using this features.
10. Create spheres: T CRT spheres, we are going
to see how to crate spheres. For this to create a sphere, you need to tape sphere here. After you can start like this and you
can define a radius, or you can put ir equal radius or D equal and
the value of the diameter. If I want to define,
for example, something with a radius of 20, I just need to tape 20 here. After to do this type of work, you can finish with a semicolon and you
will see your sphere. Appearing on this
area, as you can see. By default, the sphere will be in the center, just like that. The sphere will
be in the center. I will show you after
that it will be possible when you use
something like scale to, for example, have something
different atosphere, when we will use
the scale value. But here we just focus on
the fact to cratosphere. The other options to cratosphere,
let's just click here. It is to tape directly sphere. After you can open like
this and you can define ir. Equal and you enter the value that you
want. This is a radius. If I define a radius of 20, I can just close sum colon. I can zoom out and he crato
sphere with a radius of 20. I have exactly the same size. That before if now
I want to increase, I can put a radius of
30 just like this. If I want a radius of ten, I can put a radius of ten. The last possibilities to create a sphere
with the diameter, so you can enter diameter, and you can open like this. An diameter, you
can create sphere, and you can open
like this d equal and after you enter the
diameter of your sphere. If I want to sphere
with a diameter of 20, I can tape 20, just like this. So colon, and after that, I can define my sphere. If I want to increase
with a diameter of 40, I can tape 40. Last thing important
things to here to see it's the number of subdivision. Here we have a number
of subdivision by default and we can
change this number. For example, I go in this area, and you can add something. I can click here, and after coma I can use the symbol dollar
like this. Dollar. After f n equal, and you can enter a
number of subdivision. If I want to increase and
I put a value of 100, I can zoom little out and
just activate the preview. As you can see, we have so much more
subdivision on this area. But you can increase more, but generally we try to
not use a two id value. But if I want to increase more, I can put 200 and take again who have so
much more subdivision. But at the opposite,
you can also reduce. If you put a value of 20, you will obtain this render. You can reduce more, you can put ten and you
will obtain this render. You just put a value of one, you will have something like a sued triangle exactly like
when you craft a cylinder. When you craft a cylinder, if you put this value, or if you put this value, or if you put the
value of two or s, you will turn the
same type of render. But if you put four,
you will have just like a square like this and
you can increase five, I can change for six, or I can change for seven, and you can multiple type of
shapes the dollar F N value. If I want to come back
to a basic value, I can put a value of
40 as you can see. This is how to crat sphere.
11. Create rectangles: Cort a rectangles. Let's see how to
create rectangles. For this, if you need to
create the rectangles, you need to tape
directly square, and it will be a two dis shapes. When you create the rectangles, you need to activate
the value square, and it will be a two dis shapes. Just click here and you
have two possibilities, the first possibility
just to enter a size center equal true. In this case, you will
have the same size for each side of your rectangles, or you can create a square wide and eight,
and in this case, you can create different size
on the eight and the white. For example, I can just craft something with a value of 20, and if you don't put
center equal to, you just craft something
like this and you can activate the
semicolon to validate. You can just create
two d square on this area. Here, it's okay. Two d square, you have the
feeling to have a thickness, but it's not just two d square. If you want to
center the square, you just need to add here and you will be able
to tape center equal true. After to do this work, you can center your square
as you can see. This is the first possibility
to create a square. After to do this type of work,
you have the possibility. After if you need to change
the value of the square, you can change if you want
to create a square with ten, you can create
something with ten. If you want to create a square
with something like 80, you can create a square with 80. Now let's try the second type of square that you
will be able to use. This is a more rectangle, so you tape square
one more times. After you can let's
do this again, let's step square,
and after you can enter wide eight
center equal true. Let's first step wide and eight. The wide will be for example 80, and the eight will
be for example 40. Need to be careful to respect the order of the
symbol just like that, and I can finish
with a semicolon, and I can validate to
crate my rectangles. If you don't apply
center equal t, you will start from
this base point and just crate your rectangles. Now if I want to center, I will activate here. Coma center equal true. Just like this, you can
activate the preview and you will put your
rectangles in the center. If you need to change
the dimensions, you can change if
I want to have 60, I can tape 60. If you had just one to
have 20, I can tape 20. If I want to increase
on this area with 120, I can put 120. Have the possibility
to create an extrusion also when you work
with this square. It's not extremely interesting because it will be
like to create a cube, but you need to understand
that with some operation, we will be able to
link different, different shapes to
create one shapes. I will explain this after. This is why it can
be interesting to create this type of square. If you apply linear extrude
just like this, after that, you will be able to
enter just a number, and I can extrude with, for example, a value, it can be 20 just here. And I will be able to
extrude with just 20. After I will explain that
with this linear extrude, you can work with the convexity. You can work with slices and you can make something
in turn very interesting using
the linear extrude because when you click
on the linear trod, you have a lot of options. You will be able
to apply a twist, slices, scale and more. W a base of two d shell, it can be a square and it
can be something different. We'll see that in details after. This is how to create a square. Let's click here.
It's okay. Okay.
12. Create circles: Crate Circles. Let's see how to crate circles. For this, when I
go in this area, you can create a two d circles, and you just need
to tape circles, and you can open the
symbols to enter a radius. You can also define
hear equal radius, and you can define
D equal diameter. The circle is a two D shapes. After it will be useful
if you want to create some extruion, linear extrude, but you have also other types of extrusion like the rotate
extrude extremely interesting. First, I can define a radius. For example, I want
a radius of 20. I can close my symbols, use directly the semicolons. After to do this work, I
can create my two d circle. It is just the two d shapes, extremely interesting
for a linear extrude or for a rotate extrude after. If I want to change the value, I can put a value
of ten and reduce. If I want to use
40, I can use 40, it will be also possible
to use scale if we need to change that and to create something with
a different ratio. After to do this work, so this is my circle stools, you have another option. Let's tape circles. Let's open. By deft, the circle is in the center because it
is a two d shapes. I can enter ir equal and
just define a radius. If I want a radius of
30, I can just tap. Don't forget to put the sem
column at the end and I created a circle with a
radius of 30, as you can see. If I want to have
something really bigger, I can put a value of 80, and I can cred my circle
with a value of 80. And the last possibilities
to enter a diameter. Here on this area, I
can enter not diameter, I can enter circles, and I can open d equal. And you enter the value of
the diameter of your circle. If I want to diameter
of just ten, I can take the value of ten, click here, and sm columns, and I will created my circles with the diameter of
ten just like this. As you can see, we have
also we will be able also to work with if I
increase a little bit, and I do something with
maybe 20 in this area. Even if it is a two d sheps, after if you want to put a coma, you have the possibility
to use the symbol dollars, F n to work with the
number of subdivision, and here I can
enter my number of subdivision like one and. If I click here, I will
have more subdivision. Will be able to see more
after the extrusion. Here you can change that also. If I put, for example, t, you will be able to
create two d t angles. It is same if you apply one, you will have the same render, two, you will have
the same render. If you take four, you will
have a square just like this, and you can continue with
this different value. It is also something
very interesting, exactly like the
Swedish Cylander. You can decrease the
value of subdivision with $1 F n to obtain
something like a cylnder. Like a polygot. Now if you want to
extrude this one, you will be able to click and
to apply on linear extrude. Let's step linear,
extrude like this. After that, I just need
to enter the number, but we will be able to twist, slices, scale, and more. In this scale, let's just
focus on the extrusion, and I will put the
extrusion of 40. I can also change circle
position circle may be here. If I just validate the preview, you can see this type of render. If I change my number of
subdivision like this, and I apply 40 I reopt if
I change for 100, I reopt. It is also in the circles, interesting to be able to work with a number
of subdivision, and this is the reason
for which you can apply this value to F n after.
13. Create polygons: Create polygons, we are going to see how to create polygons. For this, we need to define a multiple point to
create a polygon. First, we can click here. And we can take polygon. We can open, and we need
to enter first point. Equal. After that, I can open so point equal and I need to enter my first
point after that. For example, I can start
with the first point. You need to see your
different axis, and you need to position point on the X and on the y axis. For example, my first
point will be on the axis. I will put minus I
will zoom litle out, and I will put, for example, something like -50 on the axis, and on the y axis, I will put zero. And then I can close
directly the pass. No -50 -100. I will take minus 1000. Then you can put a coma just like this and you can
start with a second point. My second point will
be at -50 and -50. I can take -50, just like this, C and -50 just here. This will be my second
point after I can continue. And I would like to
have an order point. This order point will
be on the x axis, I will be at zero,
so I will type zero. On the y axis, I will be at -100. -100 to add this order point. And, I can continue. I will create an order point. This order point
will be directly at 50 on the axis and
-50 on the y axis. I can enter just 50 on the axis and -50 on the y axis. 50 on the axis meaning
50 on the y axis, the point will be located here. C I want to crate another
point at 100 on the axis. I can tape 100 and I will tape something like
on the y axis zero. I can close and I
could continue. I will put another point, I forgot Yes, like this. I will put another point on the y axis one more
time x axis y axis. On the x axis, I will put again 50 and on the y
axis this time 50, and I will close
just like this here. Let's take a. If you Zoom, I didn't finish all my point, but just to show you the
render before to finish. You need to close
one more times here. Here, just like this, and you need to finish
with the same column. After to do this work, you can activate a preview. If I click to
activate the preview, you can see the
polygon appearing here corresponding to
the different point. If I decide to continue, here, this is my last point located at 50 on the exxs
50 on the y axis. I could add an order
point, just like that, and this order point will
be at zero on the y axis. So zero comma and
on the y axis 100, zero, 100, and I can
close just like this. Need to not forget to. Yes to enter the right symbols, and now if I activate, I have this render
as you can see. I created this
polygons like that. Just using this render. Now if I want to make something with different type
of subdivision. For example, here I have -50 on the x axis and
-50 on the y axis. I can decide to change
this value for -60. Here when I go on this
area, this point, I have 50 and -50, I can change for -60 also. Here I can take -60. Now if I do this
work, you can see the change on this
area on this area. But I could change for more. For example, I can take -80, and here I can take minus
eight just like that. Now, what happened if I want to add one point here and
one more point here, it is the same, I have 50
50. I can change that. On this area, I can
add another point. First, I have 50 50 here. Maybe on the x axis
on the y axis, I can change for
80 just like this. On this area, we'll be
able to add another point after C can open. I will put my last point
on the x axis at -50, -50, O the y axis at
eight, just like this. If I just validate this value, I will obtain this
render as you can see. This is how to create a polygon. Why it will be interesting, so you need to enter
the different point. Sometimes it's a
little bit difficult. It's little alone for a
simple reason that you need to see the different axis. You need to see the
value and you need to visualize where will be
position your point. For example, my first point
was at -100 on the axis, so I see the axis Minus
1000 on the y axis. Axis -100, y axis zero. My second point,
-50 on the x axis, -50 on the y axis. The second point is here. The third 0.4 0.5
0.6 0.7 0.8 point, and we finish here. Wy will be useful because
after you will have the possibility to use an extrusion with
the linear extrude. You will be able to take linear extrude when
you have two d shapes. After you can extrude
this two d shapes. You can just enter the
value that you want. For example, I can
put 20 and that's it. You just need to do
this and you can create an extrusion of your
polygons like this. If you want to increase more, you can change the
value of the extrusion. You can make specific shape
as I explained before, you can use also the cylinder to create polygons.
It's also possible. But you can create more
specific polygons using the polygons features just like this and after you can use the linear
extra, for example. It's okay with the polygons.
14. Add text: We are going to see
how to add text. For this, I can go on this
area and net step text, and you can open the symbol and you have
different type of options. The first of options is to
take the text that you want. And you will be able also to
enter if you want a size, you can use the H in left, the vertical ling, and
you can use left center, right vertical in,
you can use baseline, but you can use also center. You have also the possibility
to enter spacing and more. First, let's define if you
want to make something simple. Just to define the
text that you want. You need to tape
inside just like this and to enter the
text that you want. For example, I can
tape title just here. Now, if I just close
and use sum columns, I will be able to have
access to my text and the text will appear on
this area, just like that. As you can see the
text appears here. Going to show you
again, you go here. I will activate the preview
and I will select text, I will open this, and I will put directly title. After that, I will
close and I will use my semicolons and I can
generate the text just here. As you can see the text is
not located in the center. We have the possibility
to apply in the center, but first, you can
change the size. If you want to change the size, you can apply size, equal and you enter the
values that you want. If I apply a value of 20, I can increase my size with 20. If I want a value of 40, I can increase my size with 40. Now if I want to center my text, I can use here. H ing and the vertical line. I can just tape H an equal, and I can put if I need center. If I just validate,
as you can see, it's not working properly
because when you use the text, you need moreover to add the symbols and
the symbols here. If you want to center
and you want it works. It's specific for the text, you need to add
these symbols also. When I go in this area, I can select also
the vertical in, V an equal, and I can put
also center like this. Don't forget, you can put. We have titles, size, H ling, vertical in and every
time we put equal center, and I can put my text
perfectly in the center. The last thing that you can do important thing is to define
a space for your letters, and you have the
possibility to add something and you can
use spacing equal. You can take spacing here. You can apply a value equal and you enter the
value that you want. If I apply a value of two, and I just validate, as you can see, I can put more
space between my letters. I can put here like four. Something interesting, if I want to come back just
with a value of one, I can apply one, you can edit the content
after at any moment. If I want to add
more, it's possible. I can add something
like tutorial. If you let a little space, tutorials, create and
tutorial squared, for example, example
here just like this. As you can see now, I have tutorial squared
example just here. You can let also a space. I can let a little bit
small space on this area, it's going to work properly. And I can add something like software and software will
appears on this area. You can add a more
element if you need. Now if you want to
extrate text, first, I will come back
just with tutorial. I will just click on this area and validate
we have tutorial now. If you want to extra the
text, you can click here, Lett bit space and just before on the line before
you can use the linear tree. You can take linear extrude. Inside you can enter the number. If you want to work with the convexity or a scale
value is also possible. Let's apply a value of 20, and I can extrude my
text just like this. If you want to increase here, as you can see the
number of subdivision, you can add something on this area on the
text just after, and you can put
coma and you have the possibility to add dollar. Fn equal, and I will
put a value of 100. If I put a value of 100, as you can see, we
have more subdivision. I can increase if I need
with a value of 200, and I will have
more subdivision. If you decrease
and I just put 20, I will have less subdivision, but I can decrease more like a value of ten,
as you can see. Let's just come back with a
value of 100 and that's it. If you want to increase your
extrusion, you can increase. If you want 40, you
can increase with 40. I have also the
possibility to add a coma, apply a scale value equal, and if I apply a scale
value of not two, but maybe 1.2, I will be able
to increase on this area. Value. Here we have 1.2, but you can increase with
more 1.4, just like this. As you can see it is interesting
to use this features. By default, if I remove my
linear extrude with right. By default, you have
something in two D. You can ed it with
multiple parameters, and after if you need, you can crato extrude using the linear and you can enter
the value that you want.
15. Change divisions: Change the resolution
of the models. We're going to see how to change the resolution
of the models. So it means it is possible
to edit the number of subdivision when
you create models like cylinder spheres circles. Let's first go on this area
and leer create cylinder. So I can tape cylinder and I will enter a eight
for this cylinder, Let's put a value of 80. After my first radius, we'll have 20, my
second radius 20, and I can directly close and sm column to
validate this cylinder. Let's just click here, and I think yes, I
need to change that. If I want to center my cylinder, it's possible, but in this case, we can stay like this, but if I need, I just need
to add center equal true. After this cylinder,
as you can see, we can have a number of
subdivision just here. This is the reason for
which it is a cylinder, but we can say that at
the same time it is a polygon and depending on the number of subdivision
you will put, you can make something more
polygonal or more circular. Just after the center equals true in this
case at the end, every time at the end, you can add something
like dollars F n, and this will work with the
number of subdivision equal, and you can put a value. For example, if I
put 80 just here, so dollar f n equal
80, as you can see, we have much more
subdivision just like this. If I put a value bigger, it can be 100. I will have more subdivision. I can increase more with, for example, 200 just here. As you can see, I have
so much more subdivision or something more circular. Now if I want more a
podgon, I can reduce. If I just apply 20, I will oton this render. In the same way you
can reduce more, so it means I can reduce
with one, in this case, I will turn this three D tangle, two, I will btn this
three D t angle also. And you can try like this. If you press four, you will have like this cube. If you press five, you will have a polygon
with five side. If you press six, you will
have a polygon with six side. If you press seven, a polygon with seven side, and eight polygon
with eight side, and you can continue like this. This is how to work with some number of
subdivision like this. Now, let's see another example. I'm going to remove this
cylinder and adjust cratosphere, so I can put sphere and I will enter a value like
20 for this sphere. Semicolon n, the sphere
will appear here. It is exactly the same way. You can add just
after coma and you can define dollar F N equal, and you can define a value. If I define the value of 20, we'll have less subdivision. If I define 200, I will have something
more smooth because I have so much more
subdivision like this. But if you reduce small, it is exactly the same, you can put one and you
will turn this render. If you put four, you will turn this one. If you put, for example, eight, I will turn this one. One more time you can try these different options to here, so 1213, you will have
this s d triangle, four, you will have this
square five polygon, not a polygon because
it was a spheres, so you will have this
number of subdivision, six, seven, or again, eight, and you can
continue like this. If I put a value of 40, I will obtain this render. You can also put
this, for example, when you focus on a CAC. If you craft a CACs like this, you just enter a radius, I can put a radius of 20, and I can craft my CAC. If I define extrusions, I can click here and put
the linear extrude feature, so linear extrude, and
number center equal to, I will just apply a number like 40 for this linear extrude. And I will just
validate like this. I can put also if I
need center equal true, and I will obtain this. One more time, you can work with the number of subdivision after, so you can put C
dollar F n equal, and you can put what
you want one more time. It is exactly the same way. If I put 200, I will turn this render. If I reduce one, two, and sit, you will have the
sued t angles, as you can see. If you apply four, you will have this type
of cube and you can have different type of polygos
with a value of five, value of six, seven, eight, and more like this. Depending on this value, you can really edit have
something more polygonals, or of seeing more circular depending of the value
that you choose. In different example, we
will use this dollar Fn, not only for this
type of example, but in multiple example,
we will use this.
16. Add colors: We are going to see
how to add colors. For this, something
that I'm going to do is to create different
type of cubes, and we will change the color. First, let's go on the left, and I will take first cubes, and I will define
wide a dip and eight. Let's define a wide
like this first, and the wide will be 80. The dip will be 48 will be 20. I can center my cube
directly so I will put center equal true. After I will validate my cube, and my cube is appearing here. Let's craft a translation
of this cube. I can click on
this area and just translate this first
cube with translate. I will focus on the x axis. First, on the x axis, I will translate with
the value of 100. On the y axis, I will translate with
zero and the axis zero. And I will translate this
cube. Just on this a. Maybe 100 is a little too much, but I can reduce a little bit
and put just a value of 80. It's okay for that.
This is my first cube, and just on the top of the cube, I will tape something
and we will tape cube. Red. After to do this work, I will salic this cube copy, and I will put another
cube on this area, and I will change
for cube green. We will translate
this cube with value of 80 I can translate
at 200, I think. Let's put 200, and I have a
second cube and this area. I will translate one more time. This one, so I will
select cube green copy, right click copy, and
right click and past. Here we will translate
with another value, 220. Let's just take
hundred 20. It's okay. I have this cube. Now if I want to
change the color, how to apply a color. To apply a color, you can just go on this array
and you take color. And you have two possibilities. You can enter the color
name and Alpha values. Alpha value is a transparency
values, opacity value. Or you can enter the r G B, and you can enter
also Alpha value. The most simple is just
to enter color name. If I take, for example, red, just like this, and I
click on this area. As you can see, it's not
going to work properly because you need to
also add this symbol. Now if you click on red, I have this element in red. Let's continue. I
can go on this area, I can tape color. This time I want to have
something in green, so I will tape green. Activate the preview. On the last cube, it is let just
change for yellow, and I will tape color. And I will tape inside yellow. It's not possible
to make a render with a texture material, realistic render, but you can change the
color if you need. I can put yellow and now we have the yellow color
also on this area. Now you can focus on
the transparency, if I selling the thirst one. You can also put com here, and you have Alpha value
and directly if I tape, for example, the value is 0-1. So if I tape 0.4, it will be like to a 40% of
transparency, just like this. You can apply this value. So now the second options is to tape something
little different, you have RGB A. If for example I tape, the value need to be 0-1. If I tape, for
example, 0.4, 0.2, 0.8, and comm Alpha value like one to have the
maximum of transparency. If you just close like this, it's not going to work properly
because as you can see, we're different type of value. Something that I need to do
is to click on this area. I'm going to show you again. You can open this symbol here. When you go on this area, you can also close
with this symbol, and now it's going
to work properly. Depending on this value, I obtain this type
of blue color. After all you can change
if I want six here, if I want s here, and we have a different color now a little bit more in purple. And if I decrease
this one for four, I will turn this render. If I increase this one,
I will turn this render. After we need to have
the correspondence of the different
value for the color. But if you want to have just
a simple color basic color, you do something like this, you just tape the name of the color. One more time, I can
change my last value. This is Alpha value, so it means the transparency
value if I put 0.2. I will obturn this transparency. This is how you can
add on your shapes. If I want to recuperate. I can tape one, if I just want to recuperate the red color, something that I can do
is just to click here, color and I will tape the value that I want and it will be red.
17. Create translations: C translation. We are going to see how
to translate object. For this, I will
go in this area, and the first things to
do I will craft a cube. I can tape cube, and in this cube, I will enter a wide. Let's first step a wide like 80, a dep like 68 like 40. I will close and I
will generate my cube. If I want my cube in the center, I will add on this area
coma center equal true. And my cube will
stay in the center. Now if I want to
translate this cube, how I can do this, I will just on the
top of the cube, I will tape something
like translate. After you can open like this and you need to focus on the x axis, ax, Z axis and enter the
value that you want. For example, if I
want to translate on the x axis with 200, I can tape 200. On the Yax zero, I can tape zero, and Zax
zero, I can tape zero. And I can close
like this and you don't apply a Smiclon at the end or it's not
going to work properly. If you don't apply anything, it means you will
apply the translation on the element just below. After to do this
work, I can validate, and as you can see, I
translate this cube with 200. Now if I want to translate
the cube only on the y axis, I can tape here zero. If I want 200 on the y axis, I can tape 200 on the y axis and the cube
will appears on this area. If I want my cube
zero on the y axis, I can tape zero and
200 on the ZD axis. I need to activate the prezue. The cube will be here it's 2000. This is why the cube
appearing on this area. I'm going to change
for just 200 and now my cube is located at
200 on the zd axis. This is how to
work. You can also move on the different axis. It means I would
like to craft upset of maybe 100 on the x axis. On the y axis, I would like 80. On the axis, I would
like to just 20. I can take this value and
my cube will appears here. You can also enter
negative value. For example, I can
put minus here, and the cube will
appears on this area. And I can also change
that for minus just here, and I can put also here minus, and the cube will be
in a negative value. You can change
negative positive. It is definitely not a problem. I can also increase
on this area. This is my first example. Let's see a second example. We will sect a sphere. Let's just step sphere
as explained before, and we can enter a
radius for this sphere. Let's put a radius
of 20 and directly, coma I can enter a number of subdivision with
dollar Fn equal, and let's put a value of 100. Sm column, and I can see
my sphere appearing here. Now I want to position
four sphere on each side, one here, one here, one here, and one here. First thing to do,
I can translate. I can go just on the top tape, translate the first sphere, the first sphere I will
position in 100 on the axis, 100 on the y axis, and zero on the Z axis. I will close. Now if I click
to validate the preview, my first sphere is located here. Now, something that I will do it will be my sphere number one. I can tap on this
area just Sphere, number one, can change that, maybe sphere number one. Now if I want to have
four more sphere. I can click here, right
click copy this selection, and I can go on this area, right click and past. R click and pass, and right click and
pass, just like that. After to do this work, I will just change for the
sphere number two. If I want the sphere number
two be located here, what I need to do,
I need to change on the exacts for -100. And I have now my second
sphere located here. If I change this one and I
take the sphere number S, I want this sphere located here, my sphere so located
on this area. I need to change for
the x axis -100, y axis, I need to
go at -100 also. I will change for -100 and -100 and my third sphere
will appear here. Now I want to noder one here. As you can see, we
are on the x axis 100 and on the y axis -100. X axis 100 y axis -100. I can validate to my
sphere on this area. And we have a symmetric position
on the x and the y axis. Now if I want to move the
four sphere on the z axis, I will change this value. For example, here,
we can apply 40. Here we can apply 40, here I can change for 40, and here I can change for 40. If I click here, my first sphere will move with a value of 40. But you can put
the value that you want can be also
a negative value. Let's put again just 80 and just 80 to move the different sphere on this area, just like that. This is how you can crat translation. I
18. Create rotations: Cate rotation, we are going to see how to create rotation. For this, I will
go on this area, and we will use the
cube as an example. I will take directly cube, and I will enter
white for this cube. Let's one more time use the
value of 80 for the wide, the deepT will be 60, and the eight will I
will change for 20. And after that, I
will finish my cube. I can apply also directly a
value of center equal true. After that, I will apply
my semicolon at the end, and I will be able
to generate my cube. So this cube, if I want
to craft rotation, how I can do this. I will go on this area, and I will tape rotate. After two tape rotate, you can just open and apply the rotation that you
want on the axis, y axis and the d axis. If for example, I
want to move with 90 degrees on the axis. I will apply a value of
can be 90 degrees here, and on the Yax zero
and on the dax zero. And now I will just close, and the rotation
will be apply on the cube just below because
we have a some column here. If I just validate,
I have a rotation on the axis with 90 degrees. If I want on the y axis, I want 90 degrees, I will do the same thing. I will replace 90 degrees here, and we can turn with 90 degrees. If I want 90 degrees
on the z axis, I can apply 90 degrees
also here, just like that. This is the type of
thing that you can do. You can also apply
multiple rotation. For example, I can cut here, but you can apply
this on any element. It can be something
like a cylinder. The cylinder, you
can define edge like the edge can be 40, my first radius will be ten, and my second
radius will be ten, just like this, and I can define this one and my cylinder
will appear on this area. If I want to rotate
this cylinder, I will tap rotate, and after to do this work, I will open and I will enter a value of 90 degrees
on the x axis, zero on the y axis and zero on the ZD axis, just like this. I can rotate with
90 degrees here. I can also apply on this area, the center equal true, and in this case, I will
obtain this render. You can just apply
this to element. You can also create
a sphere like radius of maybe 40,
just like that. This sphere, I want
to scale my sphere. I will take scale,
we'll see that just after and I can enter a value on the axis from the base is
one to have the same size. For example, on the axis, I want s, and on the y axis, I want two, and on
the Zaxs just one. I will close like this. I will scale my sphere
just like this and I want to create a rotation on
the Z axis, 90 degrees. I can apply just
on the top rotate, and I will apply zero, zero on the y axis, and 90 on the Zaxis. But it can be another value. I put 90, but if you
want to put just 40, you can put 40 if you need, and create a rotation
just like this. So it's okay for that. Now
let's just craft the part using the rotation and
just using the cube. I will craft the cube first, and I will enter a white
for this cube with 80, a deep with 40, and eight with just ten. We will close and generate
this cube just here. I want to center my cube, so I will add center equal true, and my cube will
be located here. Now what I want to do is to take this cube and right click copy. Go in this area and
right click and pass. I have a second cume
and this second cube, I'm going to rotate this cube. But just before to rotate, I will change a little bit
the value on this axis. On this axis, I will
change for a value of 50. I will rotate this que. I will take rotate. First, rotate, and I will put on the axis zero on the y axis
90 and on the axis zero. Like that. Thanks to that, I can rotate my cube
to tain this render. Now I want to translate
my cube just here. Before the rotate or
after the rotate, it's going to work also. But I think it can be pretty better to put the
translate before because sometimes you will be in
trouble with the axis depending of the order of
the different operation. In this case, I will put
the translate before and I will go on this area
and I can put the x axis. Maybe -40, and the Yax
zero and the zxis zero. And I will go here, and I can translate and I will
go directly on this area. If I increase a
little bit with 50, I will obtain this
render as you can see, and I have a little bit
space on this area. Me, I want to touch directly. If I change and I
put a value of S 45, I will be perfectly on
the top of this area. Now I want to have the same
thing on the order side. I can take this element, right click copy, and I can go here and
right click and pass, and instead to put
a translate of -45, I will replace by 45 and I
will obtain this render. That's it. Now if I want to create a group
of this si element. You can use this
symbol to open and you can use this
symbol here to close. Thanks to that, you can create
a group with a su element. Wy it is useful because
if I create a rotation, I can rotate the Si element
at the same time because I enclop this group just like
this, enclop this group. I will create a rotate here, and I want to rotate on
the y axis 90 degrees. O the x axis maybe
90 degrees, and Yes. Here I can take 90
degrees, zero, zero. If I apply this one, as you can see, I
can rotate here. But I can also do
this on the y axis, it means 90 degrees
here like that. Or again, it can
be also on the Cx, so it means 90 degrees here. But the problem is, if you put the rotate, if you don't have this,
What will happen? It will apply only on the cube, so it means only on this. If you put the rotation here it will apply only on this cube. Me, I want to all the elements. This is why I will
use this symbol, and I will use this symbol to apply the rotation on
all the elements here, and I will obturn
something like this. If you need, and we can enter the value that you want depending
on what you want to do. It's okay with the rotation.
Let's press delete.
19. Change dimensions: We are going to see how to scale and for this to
do this type of work. We will craft a cube
first for this example. Let's craft a cube, and this cube, I
can enter a wide. I will put a wide of 40, and I will put a eight of 30 and a dip of y and
a eight of 20. Then center equal t, and I will finish
with my sim colon, and I will generate this cube. I have this cube and if you
want to scale this cube, it's not extremely
interesting to scale the cube without
anything specific, but it just to see
the basic first. If I put my cube here, something that I
will do is to just go on this area and
I will tape scale. After two step scale, you can scale on the x, y, and z axis. Something that you
need to understand is that your reference
value is one. You reference value is one. If you tape one, one, and one, you will have exactly
the same size. If you take two, two, and two, you will scale proportionally
with the value of two, so it means you will have the
double size of your cube. If I tape two, two and two, and I go on this area, I can have the double
size of this cube. Concretely, I can validate
and I have the double size. But the interest is you can
do this not proportionally. It means if I want to
tape four on this axis, I can tap four, and I
will obtain this render. If here I want something like S, I can tape also. But you can also reduce
with a negative value. If on this area, I wanted 0.4, I can reduce the
size just like this. You can scale your entity
using this type of features. Why it can be interesting
because you can break the proportion when you create something different
like a polygons, or you can break the proportion when you create a
sphere or a cylinder. If for example, I
define a cylinder, I can put my cylinder
value with eight of 80, first radius 40, and a second
radius, just like that. After to do this work, I will define my cylinder. I can put Ciner equal true. And I will obtain this render. So now if I want something
not perfectly circular. First, before to do this, you can also add dollar f
n equal and a enter value. It can be like just 20. Like this. Here dollar hoops. I forgot something F N S 20. Now if I want to break
this proportion, I can use a scale value, so I can tape scale, and I can on the x axis, for example, I put one. But on the y axis, I will reduce with 0.4
and on the axis one. And I will finish like this. Thanks to that, I can break the proportion as you can see, and can be interesting. I can also if I need, reduce this type, I
can put on eight, and I will obtain this render, but I can also increase and put 100 and I will
obtain this render. This is why it is useful to scale because when you
craft your object directly, it's not possible to obtain this render directly
with the cylinder. You can do the same type
of thing with a sphere. For example, you
can tape sphere. And you define the
radius of your sphere. Let's define 40. I can now see my sphere here. One more time, I can add also after dollar F n to work with a number of
subdivision equal and I will define a
number like 100 also. But now if I don't
want a sphere, perfectly circular like this. I have the possibility
to use scale, and I will define
scale just here. After with my scale value on
the x axis, I will increase. For example, four
times this value, on the y axis, two times and on the axis, I will keep the value of one. And I will finish my scales, and I will obtain this render. I increase four times
on the x value, two times on the y value, and on the z value, I keep one, so it
means the same value. It means the same
dimension of 40. I can obtain that like
I can increase also here and put 40 to turn
something like this. I can also even reduce this
one with zero point maybe s, and I will turn this
render, as you can see. This is why it is useful because definitely
from an object, you can make some
transformation. I can also do something
really different. I can put eight on this area, and now I will obturn this
render as you can see. One more time also depending
on your value of dollar Fn, you can change also like this. This is why it is useful to use scale value. Okay.
20. Change sizes: We are going to see
how to change size and when we craft a
different type of shapes, it's possible to change
the size with features. First things to do,
let's just craft a cube. I will craft a
cube on this area, and I will define
wide for this cube. Let's just tape value of 80. I will define a deep, I will put 60, and I will define eight, only a value of Yes, I will define 21 more times, and I will center
center equal true. After to do this type of work, I can use my semicolons, and I can activate the preview just in
the midle like this. Maybe I'm going to change a little bit this one and
just put a value of ten. If I want the basic
of change the size, it is to use the resize feature. Concretely, you can take resize. When you go on this area, you have the possibility
to resize on the x axis, y axis, and Z axis. Here it's not like scale. Scale, the reference
value is one. When you use the resize, the reference value
will be this value. You just tape new size. You just like to tape new size. If for example, my
cube I want 100, and here I want maybe 40, and here I want on the Zaxs 20, I can just tape this value. And after that, I
will just change the size of my cube
for this new value. This is a principle
of three size. Is it very interesting
in this example? No, but in different case, it can be interesting. Let's just add les
in on this cube. First, I can activate the
preview here and craft. To craft the le, first, I will use cylinder, and I will open
with H. I will use, for example, 40, ar one
of 12 and here two, radius two of 12 also. After to do this work, I will validate my cylinder. I just need also to
activate center equal true and change the resolution
with dollar F n equal 100. After to do this work, I
will just validate and my cylinder will apiece
here. It's pretty good. Maybe I can change a
little bit the size with foe here and foteen here. Now if I want to craft my
holes, how I can do this. You have the cube, you
have the cylinder. Just on the top, you can use a boli an
operation difference. You can take difference
and you can open and close the symbol like this and what you want to
have in your deiference. In your difference here, you can use this one to open and after you can use
this one to close. Thanks to that, you will apply your difference features on
the cube and the cylinder, and you will substract the second object to
the first object. Now if I click here,
as you can see, I have my whole generated. If I want to resize
all the elements here, I can click on resize. Just on this area. After
to click on resize, I can open and I can
define new size. I will break the
proportion, for example, if I want to apply 120, and here I want 80
and here I want 20. I can do something like this, and I will break the
proportion and I will apply to have this new
size, just like that. But I can also make
something really different with only 40 and take a glance you can resize
using this type of work. This is my first example. You can use also the resize
features when you want to bring the proportion of
the cylinder of our sphere. For example, you
create the cylinder. This cylinder, I will put
a value of 80, 40 40, C center equal $2 F n equal 100 and I will
finish and sm column. Now I generated this
cylinder, just like this. If I want to change
the proportion, I can use the scale value, but I can use also resize. It means I can click here, tap resize, just on this area. I will change for new value. For example, if on the eight, I want the same, I can put 180. But if on the y axis,
I don't want 40, I can just tap 20 just here, and here I can just
tap maybe ten. I can close on this area, and now I can resize and I will turn this render just
here. You can see. It is interesting because you
can directly create resize, but it was 40, but it can be for example
20, just like this. On the first, the second one, you can change also,
I can put ten. Definitely, you can make a lot of thing depending on
what you want to do. You can resize properly. If I want to resize the sphere, also, you can tape sphere. I can go in this area just tape sphere and define
a radius of 40. After to define
this radius of 40, can use my semicolon and
activate the preview. This sphere, I can also change the resolution and subdivision, if you prefer, and
I will apply do F n equal and I will apply
100 for the value. I can use the scale
value if I want to obtain something not
spherical like this, but I can also use resize. I can take resize, even if on the sphere, we only have one value, we can transform with
multiple value, x y z. On the x, I want to
have a new value like e on the y 60 on the Z 20. And now I will close, and I will apply my resize
value on my sphere, and if I activate, I will obtain this render also. This is why resize
can be useful. You can also crate
models, complete models. After totally at the end, you can resize all
the models with all the features using
the resize features. It's also possible. You just need to be careful if you want to break the ratio, not break the ratio, it depends about what
you want to do. In this case, I would
like to break the ratio, so this is why I can
change this value. You can also apply 80
here to obtain this one. If I change, I can apply
40 to obtain this one. It depends about
what we want to do. It's okay on how to
change this type of dimension with new size
and using this feature.
21. Create offsets: H. We are going to see
how to craft offsets. To do this type of work, something that I will do first. To craft offset, you need
to focus on two bays. You can crate a shapes. The shapes will be
a two di shapes. After you can generate offset on this base
of these two shapes, and you can then if you
need craton extrusion. Something that I will do first, is to craft my base. To crate this base, I will just use a square first. After I will show you
ways something different, so something that I will
tape, it just square. After two tape square, I have the possibility to enter a wide and eight
center equal true, we'll tape a first
square with just a size. It means here I will
enter value of maybe 40, and I will tape
center equal two. After to do this work, this is my first square and I
can visualize like this. Now, while we craft
a second square. I will go in this area and I
will craft a second square, and I will put exactly
the same value. If I put the same value like 40, and center equal true, and then I will just close here. For just to activate
the preview, I have my square exactly
in the same place. Now we can position the
offset just on the top. When I go on this area, I can create a offset
and I can define a value and the
value will be ten, so I can apply a
value of ten here. I think the best is not to
apply your need the value, you will define radius. We can tape er equal er equal, and you can define value of ten because if you just
apply value of ten, just like this, for example, you want to craft your offset, it's going to work,
as you can see, but you won't have
a subtraction. This is why we'll use
a difference after. If you just apply your offset, he will click here if I remove, for example, this one, just cut and just
activate the offset, you can just craft
offset of ten. So take a gl I
crate 20 just here. I can create the offset of 20 on my square, as you can see. But we have something
like rounded corner. Why is the terrace to create two square for a
simple reason that you can apply your
value like ten and before you can create
a difference operation, so you can take difference. After to take difference, you can open this
value just like this, and you can close can go in this area and
you can close that. You can open a difference
with the first square, the second qua square
and offset value. Thanks to that, you
can opt this render. You can also when you
create your offset. Offset. You have the possibility
also to apply a number, so you can define er equal, and I can also apply
this time maybe 12, and I can validate
just like that. So now something
that you can do, it's to apply a linear
extrude on the top. So just before the difference, you can take linear extrude, just like this, and you define the number
of the extrusion, it can be 20, and you
can extrude just like. We have also the possibility
to work on this area, and if you want
to increase here, the resolution again just before here we have
the difference, just before the offset, it is possible to
add, for example, $1 F n n equal and we can apply a
value and thanks to that, I will increase the
the resolution. But we have here failed me set for a simple reason
that you need to add a sum colon and now it's going to work
properly as you can see. This is why it is useful
to create offset. Now you can do this
also with ccs. For example, I define
a ccs just like this. I define a radius
like maybe not 20, I just apply a value of 40. I can create my CAC just here. Semicolon. This is my circle. If I just crate offset, it's possible you just
need to go on the top, you create offset just here and you can enter a value if I
just put a value of ten, I can create a offset of ten. Now if I have two circle
with exactly the same value. I can copy and I can go
on this area and past. I have now two circle
just like this. Something that I will do
it's just before I can use difference and I will
open my symbol just here. Totally at the end, I will close with the symbols. Thanks to that, I can craft
a difference to craft a ring because we have a
first circle with the size, a second circle with the size, and offset of ten and
the difference value. If I want to craft an ext, I go on the top, linear extrude, and I can define value
like, for example, ten, and I will apply linear
extrude just like this. If I want more, I can increase. Let's just define value of 20. I can change also
the resolution. If you go just
before the offset, you can define dollar F n equal. If I put a value of 100, I can define a coma and I can increase the resolution
as you can see. You can put in size the
difference just before the offset and you can put
something more like 200. In this case, we can create a ring and this is
why it is interesting to use the offset value. Oh.
22. Create mirrors: We are going to see how
to create a mirror. To do this type of work, we are going to
craft something and after we will see
how to use mirror. I will go in this area. First, to take mirror. I will craft elements. I will go here, and I
will define a sphere. After I will open
my sphere here, I will define a radius
for this sphere, and I will define 40. I will zoom little out and s, I forgot to put this and
just define this sphere. This sphere, I want to scale this sphere to have
a different ratio. Something that I can do is
to click on scale here, and I will open and I will
apply value on the x axis. On the x axis, I
will put one point. No one point, I will put two. On the y axis. I will put 1.4 and on
the Z axis just one. After that, I will be
able to resize my sphere, just like this, not to
recite to scale my sphere, and I will open this. I will obtain this
render, just like that. Something that I will do
is to move my element. Just before scale, I will
define directly a translation. I will take translate I will translate I need to
turn around just like this, and I will translate
on the x axis first. On the x axis, I will put -400. On the y axis, I will apply
zero and the z axis zero. And I will close and I
will translate here. Now, what is the
principle of mirror? You can just put your element and mirror this element on
one of these axis. Something that I can do, we
have translate scale sphere, and just before that, I can apply something
like mirror. When you click on mirror, you can open and where you
want to apply the mirror. How to process with this. You can apply a value of one, where you want to
position the mirror. For example, if I define
one on the x axis, zero on the y axis, and zero on the z axis, and you just Close like this, you apply a mirror
and as you can see the element will
occur on this area. We have mirror on the x axis. The x axis is located here, it means it is this axis. So we have created
a mirror of one on the x axis and
not on the y axis, not on the axis. Now, if I wanted to apply
a mirror on the y axis. First, I will select
this one and cut. I need to translate not
only on the y axis, but also on the axis. For example, I can
put -400 also. A the sphere will
be located here. If I just pass my mirror, I can change for zero, and this time I will put one on the y axis and I can mirror
my element just here. Nex that. Something
that you can do also if I can repeat with
one, just like this. If you just take this one and you put just before,
just like that. As you can see, you can keep
your two element just here. Something that I can
do it to mirror. For example, here, we have
this one and this one, and I can create a
group with this symbol, and create a group
with this symbol also. Now I want to mirror this
two element on the exacts. Just before I can take mirror, and I will apply one, I will apply zero, and I will apply zero. I will continue like this. If I click here, I can mirror
on this area, like that. As you can see. So this is the type of thing
that you can do. If you want to
have four element, you can also click on this one, right click copy,
and you can go here, right click and pass, and in this case, you will
have this four element. You can use the translation, you can use also the mirror. Now if I just come back
to my basic element, so it means it was
this one first. You can also be
this on the Z axis. For example, I have my sphere. I can translate
also on the Zaxis with minus four dry. Like that. I can also cratera on the
z axis with, for example, x zero, y zero, and z one, and I will
close like that. And now the element will
appear just on this area. If you put a higher value. For example, I put her value, it's not going to
change anything. If you put one and if you
put one in this case, and if you put one in this case. Element will be located
here, as you can see. For example, if I zoom
a little bit, cut. Here this is the base. If I put my mirror on all
the axis at the same time, I will obtain this render, so it looks like
little rotation, but it's because we apply the
mirror on all the element, all the axis at the same time.
23. Create rounded corners: We are going to see how to
use the features Minko ski. Very interesting things
that you can use. If you want to create something
like rounded corners, you can use this thing, the Minko ski features. Let's first create a cube. I can define a cube, and I will enter some
value for my cube, like a white of 80, like a deep of 60, and like eight of 20. I will put my cube
also in the center. This is why I will add
center equal true, and I will close semicolon
just semicolon like this, and I will apply my
element in the dl. If you are to add something
like a rounded corner, it's possible to use
the Minko ski features. How to work with this, you need to create a cylinder also. You go just below and you
create a cylinder just here. And the cylinder, you
define some value. You can put eight
and air radius, but you can also
define a one ir two. If I define, you need to
understand that the value of the eight and
the radius we will add to the original
value of your pum. For example, I can define four, and here I can define eight, and here I can
define eight also. After that, you need to use
also a sem column at the end. When you have a cube,
when you have a cylinder, you can start the
Ming of ski features. So you can click on Ming cf ski. After to do this work, you
need to open like this. You can also enter
a convexity number, but it's not extremely
interesting in some case. I will just open and
close like that. After I will use my features to to take what I want to have inside
the Minkovki feature. Inside the Minkov Ski features, I want to have my cube and
I want to have my cylender. This is why we also
close like that. Now, what will happen,
if I click here, you can see we have
some rounded corners. Definitely, it is interesting. You need to understand
that you will have the value of four
to the value of 80, and you will add the value of
eight to the value of 6020. It will increase original size of the cube. You need
to understand that. If for example, I increase here and I put
something like ten, I will obtain this render. But you need to put a value because if you put
the value at zero, you won't see anything. You need to put a
specific value, at least a value of one. If you have a value of zero, it's not going to work properly. You need to at least add one, but sometimes you can I
can use two for example. If you go this ara, you can increase the value of the rounded croner with
for example 12 also. If you have separate value, you can create something different. I'm
going to show you. If you have the
same value 12 12, you will have only rounded
croner on this area. Something that you can do, is also to increase
the resolution here. For that, you can add something like coma and you
will be able to change the resolution
with dollar F N equal, and you will put a value of 100. If I put a value of 100, you can see the round the
corners are now different. Now, Nectar, interesting
things to use the Minoki value is also
if you separate the value. If for example, I define
a value of 20 here, and on this area, I just
define a value of ten. Something that you will be
able to do is, as you can see, you will have like offset
directly on this area. We have offset 2010 from
the rounded corner, depending of this one, and if I change this one and
I put this one for eight, it means that we increase here from this part to this part, where the value of eight. Here from this
part to this part, we have a value of
20 on the z axis, and F this part to this part, we the value of eight
on the zd axis. And if you put the same value, you won't see difference
for the offset, it just 2020 again. But if you put two
different value, we can do something
little different. I can put the first value of
two and the second at 20, and you can do also
the same thing on the other directions,
just like that. If I want to have
this on the top, I change, I put 20, and here I just put
a value of two, and I can do
something like this. You can also if you need, you can increase
So on this area, I can put value of 40 and
I will obtain this render. I can put here 20
on this area ten, and I will do this type of work. If I want to increase
on these directions, you can also add
higher value here, thanks to that, I will
obtain this render. As you can see it's pretty good and you can create more offset, I can reduce this one, and I will btan this
render just here. Now what's happened if you
want to have the same thing on the two side. It
is also possible. You select the cylinder, right click copy, and I can go in this area,
right click and pass. After to pass the
second cylinder, I can change here and invert the value for two and here
invert for the value of 20. When I go here, you can
obturn this render. But you can also change
the value on the two side. As you can see, this base here, it's 20 for the size of the Zax. Here we have also value. Here we have 20, and we can use the Mc ski value with
this value just here. I I just change here, we have the cube, we
have a 20 value here, so it means it will
reduce at bit here. Something that I can do is to change that. We
have the cylinder. We have S 20 here
and 40 here and 40 here on the Zdaxes because
we'll take this value. If for example, I
change this one for 20, I will create
something like this. If I change this one for, I will create
something like this. Concretely, from this to this, we have a value of
30 on the z axis. From this to this,
we have a value of 20 on 20 on the z axis, this one, and from this to this, we have a value of
20 on the z axis. After you can change
the offset depending of what you choose on this area. For example, I can put 42 and I will do
something like this. And here I can put
40 on this area. I can red to and ten, so here I can apply
a value of ten. You have multiple options
to use the Mikoski. You can also do
something like this. This is why it is interesting
to use this feature. You can add in Kroner, but not only corner, you can focus with
this type of values.
24. Create projections: We are going to see how
to craft projection. To do this, I'm going to craft first a object and after
we'll create the projection. Let's take a cube first. After to take the cube, I will enter some
value for this cube. I will enter directly a wide
with something like 100, a deep with 100, and I will enter eight with ten. After that, I will
just close and I will generate the
view of this cube. I can complete with
coma center equal true, to have my cube perfectly here. Now I want to craft four holes, one here, one here, one here, and one here. First, I will craft a cylinder. I can tape cylinder, and I will enter H eight of 40. Radius number one, we
will apply just ten, and dus number two, we will apply ten also. This cylinder, I can also
apply center equal true. First, I need to make
some transformation just here, just here, center equal true,
again close like this. It's okay for that. After I will increase the resolution
of this cylinder, dollar N equal 100, and I will place on
the first corner. For this, I can use translate,
and with translate, I will translate on the x
axis with a value of 40400. Can translate my cylinder, he will appear on this area, as you can see, and I want
to have four cylinder. This is why I can
select these two lines, copy the two lines, and pass here past here
and past another time. Now if I want to see my four
cylinder in four corners, I just need to change
the translation. The first one is as 4040
on the x and y axis. The second one can
be at -40 and -40. If I activate the preview, I can see my second one. The third one can
be at -40 and 40. The last one will be at
40 and -40 this time, and we can see the
last cylinder. Now I can craft bolean operation to craft four holes on
this area. How to do this. I can go on the top of the cube, and I can add difference
after to add difference ops. Like this. We can
use the symbols to open what I want to have
inside the difference, and I can use this symbol to close what I want to have
inside the difference. We have the cube, and we can remove all the
cylinder just below. If I click here, it's going to work properly as you can see. Now, what is the principle
of the projection? I go on the top of the defern. I can for example, translate, everything just before,
so I can use translate. For example, on the x axis, I can put zero on the Yax zero and on the Xaxis,
for example, 100. After to do this work, I can
translate everything inside my deference to put the
element just like this. I can increase also if I want, why not to tap 200. Now I want to craft a projection
of this element here. For this, you can go on the top and you can select projection. On the projection, you can just take what you want inside
and inside my projection, I would like to have
all the elements here. If I open this symbol
and just at the end, I close the symbol like this and crato projection,
just like that. What you can see, you can
see the projection of all the elements inside this
symbol and this symbol. This is why we can
have projection. It is a two d
projection exactly. Here we have a two D projection you can see, just like that. Sometimes it is useful. If for example, I put
a linear extrude, just after I put a linear
extrude and I decide to define a value like 20, and I put some signals
as you can see after I can extrude because what
we have in the projection, it is in two d. After I can
do this type of for bit, in the linear extrude, you have also more options. For example, you can
add twist slices, so I can increase
also the scale value. It means I can use
something like 40. For example, I can
use the scale value, and about the scale value, we can just com scale equal. I can tape scale equal and 1.2. If I do something like this, you can create something
like that for your shapes, I can just put only ten, and I can scale just like this. As you can see. This is
why it can be interesting, but you can also work with, as I explained before, You have also the twist, so you can tape twist. Equal, and I can put 100
and slices equal 100. If I do this type of work, I increase the linear
extra to 100 here, and we can do something like
this with this base also. Even if I can do this
before the projection, but you can also do this after. Depending on what
you want to do, sometimes can be interesting
to use the projection, we don't use this too much, but can definitely
be interesting. Even if I crat translation, I create a translation. Just before here, and I can
tra translate and on the x, I can put 40, 40, it's not enough. I can put 2000. Zero. If I do
something like this, I will obtain this render. Now I can in and put
something like 2,400, maybe 400 here, Zoom, metal out, and we can do something like
this, as you can see. 2000 I wanted on this area. Here. I talk further, this is how to use
the projection.
25. Create extrusions: We are going to see how
to craft linear extrude. Extremely interesting, if you want to create
linear extrude, you can create a shapes. These shapes can be
a two dis shapes and after you can extrude these shapes with
different type of values. First things to do, let's
just craft two dis shapes on this area and I
will define square. And the square, I will apply wide and eight or
just it can be a size, and also you can apply
the center egal true. Let's just apply a size. Let's make something simple, and I will put a value of 20, and I will define
center. Equal true. After I can just close, apply a semicolon and
just validate my square. As you can see, my
square is located here, and I would like to
extrude this square. How I can do this,
I will be able to use the linear Extrude. For this, I can click on
linear, here, linear extrude. After to do this work, I can enter a value first. If I just enter a value, I can put a number if I
apply a number of 40. I can just close, apply, not apply anything, and you can create your linear extrude. But now you have more options. For example, let's
increase my linear ext to 121st, just like this. Even a little bit
more maybe 140. And something that you can do, it's to add more options. When you apply this one, you can apply one more
time center equal true. But in this type of case, it's not very interesting, but you can work with
a twist and slices. If I apply twist, I can click on twist here. When you go on twist equal, I can apply a value. If I apply a value
just like this, like 20, automatically the twist is starting as you can see. You can apply more
value for the twist. It can be like 80, you are going to
turn just like that. But it will depend also on
the number of subdivision. If I increase my
number of twist, but I don't increase the
number of subdivision, maybe I won't have the
render that I want. This is why I can put
here slices equal, and I can put slices equal
and I will enter value. What value I will apply, I will increase my number
of value with eight. Thanks to that, I will have more subdivision as you can see. If I increase my base, instead to have 140, I apply to 100, I can create
something like this. Now if you want to turn
around the D axis, you have the possibility
to translate the square. First something
that we will do is to click here and
right click just cut. Cut only cut to
recuperate this one. Now I will recuperate
just my square, and I will create translation. I will tape just on
the top translate. And I can open like
this and I need to translate on the x axis y n Z. On the x axis, I will move with maybe not 100 litter too much. Let's apply 80 on the y axis
zero and on the z axis zero. After to close, I
will be able to activate the preview and now
my square is located here. What happened if I passed
again my linear extrude. I can pass again my linear
extrude, Zoom litter out, and now you can
see the element is starting to turn
around just like this. If you change the value
of twist, for example, you just change for 100, I will just obtain this render. This is why the twist
can be interesting. I can put also higher
value like 400. You can turn around the z axis. Now something that I
will be able to do is to increase the eight. Here we have 200 and
I will put one zen. And now if I click here, you can create
something like this. If you want to make more turn, you can increase the number
of twist with one Tsan also, and you will turn
something like that. One more time with
the number of slices. Now I can increase also
the number of slices for maybe 400 slices, here. If you activate the
center equal true, so here you can tape directly center equal
true, just like this. C and you validate, you will just put your
element as you can see in the center
just on this area. I just options, it depends
if you want to put center equal true,
just like this. Here. Aterza put
this like a square, but you can also
apply any rotation. Something that you
can do. I I show you, for example, maybe a cylinder, not a cylinder, just a circle. Let's craft der to
de shape circles, and I can define a
radius one more times. Let's define a radius. I can define a radius
of 20, just like this, semicolon, and I can see my square appearing
on this area. If I put a linear extrude, just like this linear extrude, and I can open the number, I can apply a value of
100 and after that, I will be able to complete. Here first, this is my
linear trade, hoops. Let's come back. Yes.
This is my linear trade. Maybe the circle
is little too big. Let's focus on ten, and I can complete
my linear extrude. For this, something that
I can do, for example, I can complete with center
equal true. Just like this. Then after to complete
with center equal true, I can apply 210 slices. If you apply just
slices, first, equal, I put 200 just like this. As you can see, you won't see
something really specific, but here I can apply
twist just before. I can apply twist equal. If I define 200 just like this, you won't see big difference
for a simple reason that you need to create upset. For example, I can
click here and cut and I can translate
my circle first, so I can translate. On the x axis, you can also use the y axis
it's going to work. Let's focus on x axis 100, y axis zero and Z Daxis zero. We can zoom litter out. We can drag and move only
the circle on the right. Now one more time, I can use
this linear extrude value. If I click here, you can see the start of the linear
extrude just like this. After it will depend
also of the height. If one more time I
put height of 1,000, the value of the extrusion, just like this, I will
turn this render. You can work this time with
higher value for the twist like 800 and you
can turn around. But you can apply more value. It can be also 2000
and you can turn so much more just like this here you have the
number of slices. I can also increase my
number of slices if I need. After to do this type of four, you can at any moment change
the value of the circle. This is why it is
powerful to use the code because you can
change anything at any moment. If you want to change
the translation, reduce with maybe 60, I can change for 60. But if I want to increase 200, I can increase with 200
also, as you can see. You can make very
interesting use things using this linear
extrude features. Don't forget the different
type of options. We have also a scale value. If I just replace this
for maybe square, so here I can take
square 20 validate. Here now we have a square. Something that you
can do after slices, you can apply scale, and I can use scale. Equal, and I can put two. If I put a value of two, you can also change like
that as you can see. It is also something extremely powerful that you can
use or you can reduce with reduces with a value
like inferior to one, or you can increase with
a value superior to one, and I can also create
something like this. Here. If I want to increase, let's tap 2000 or
let's tap 2,400. Let's little out and
obtain this render.
26. Create revolutions: We are going to see how to
work with rotate extrude. Extremely useful to use this features rotate extrude
and for things to do, we can use a base like shapes, and these shapes will
be two d shapes. First things to do, I
will create a circle, so I will go on this area, and I will just create a circle and inside I will
define a radius. Let's just define
a radius of 20. After I will finish
with my semicolons, and I will focus on my
circle just like that. After that, the circles, I will move the
circles on the right, and I will use the
rotate extrude to create something
like a revolutions. This is the reason for it first. Let's just apply just
in front translate. After on the x axis, we will apply values.
Yes, translate. On the x axis, we will apply a value of 80 on the y axis zero
on the z axis zero. And I can close, and I will be able to see my translation. Maybe I can increase a
little bit more 120. Now I can craft something like a ring using my rotate
extrude features. On this area I can
tape rotate extrude, so rotate t you can define
a angle and a convexity. We don't use the convexity too much because it's something
little bit specific. Let's focus on angles. If I just tape angles, here. Equal, and I apply
your value of 260. I will turn around
260 on the Z axis, and I will turn this
render as you can see. What happened if you
don't put any angles, you don't just do
something like this. By default, you will have 160. You can also not tape
any things if it is 160. If you tape inside
directly the angle, hundred 60, it's not
going to work properly. But you can open and tape
angles equal and if I want 240, I can just tape 240, and I can just create
just only apart, or it can be 140 and I can
just only have this render. If I come back with hundred 60, just here, s hundred 60, let's close with 60. Some things that you can do, you have as you can see a
number of subdivision. In circle here, you can add directly the symbol dollar Fn, and you can increase the
number of subdivision. If I tape 100, as you can see, will have more
subdivision on this area, and I can put 200 if I
need also, just like this. But I will show you here you
can change the convexity. But in this type of case, if for example I put a value
like something like ten, you won't have big
difference in this type of case when you focus
on the convexity, something a little
bit more specific and here we are not
going to see that. It's okay for that. Now you can do exactly the
same thing with, for example, can be a square, so I can just go below
and just te square, this square will have value, I can enter a size
like only ten, and I will not put
center equal true. Yes, I will put
center equal true, it will be better because after you need to turn
around the cd axis. I have my square just located
here with this small value. Maybe I can increase with 20, and I will cut offset of the
square with translation, so we'll tape translate and I will translate on
the x axis one more times. And I will use the
value of 20000. Now if I move, my
square is located here. Now I will use the rotate, so I can go on
this area, rotate. Trade, and I will define
angles equal 260 degrees, and I will validate and
it will be applied on the element just below here. If on this area, you put and you add the symbol dollar
F n and you increase, you put a value of
100, as you can see, it's not going to change
anything in this type of case. Because this is a square. If you want to organize, you can change
organization, here I can Change the organization and tape extrude circles, and here we tape extrude. Square, just like this. Extrad circle, we
have this one and extra square, we have this one. Now, if I want to
extrude polygons, how to do this type of work. Very interesting
also for revolution. I will click on
extrude polygons. Then we will go on this area. I will craft my polygons. To craft this polygons, so we have the extrad polygons, I can tape polygons here. As explained before
we can define points. First, equal, and we can tape the first point and the first point will be
located at zero and zero. You are going to understand why it is extremely useful to use the linear extreme
because we can create a revolution
on the polygon. So the first point
will be at 00. My second point will be at 600, here I can tape 60. My other point will be at 6:40. Let's tap with the
right symbol 40. After I will have
one at 4:40 and 40. Another one at 4080, like this. Then another one at 2080. Then another one at 2,120. As I explained before, it's a little long to cratopolygon, but it's definitely like this, you need to enter
the different point. The last one will
be at zero, 120. I can take zero, 120. This is all the points that
we define, zero, zero, 600, 60 40, 40, 40, 40 80, 2080, 2,120, zero, 120. After to do this
work, I will use the right sample to close here, and I will also finish
like this and sunicolor. After I to do this
work, let's see a render of this polygon first. This is a render of my polygon. Why I did this because
I want to create a revolution of the polygons. On the top, I can tape
something and I will use the rotate trade. Tate Extrude. After to click on
Rotate Extrude, I will use angles equal
360 if I want full angles. Now when I click on this area, I can obtain this render. As you can see it's definitely
very interesting to use. If you want to change the angle, you only want to have
something like maybe 140, you can take 140 and
only have this part. If you just only put something here automatically,
you will have 260. Now, something that you can add. You have the possibility
in the rotate extrude, so I can put angle equal 260, but I can also add the symbol dollar F N
equal n I can increase. I put 100, as you can see, we will have more
subdivision and we can increase the
resolution of our models. Now, if I want to have offset, so it means to have all in
the Midol it's possible. If I click on my
rotate text trade, right click and cut. Now we can come
back to this one. I can translate this one, so I can translate, and I will translate on the axis with the value
of maybe we can use. Maybe we can use
800 on the y axis, and zero on the Z axis. I can translate my polygon. Now the polygon is located here, and thanks to that, we
have all in the mid. If I passed just on this area. Rotate tetrad with the angle
and the dollar fen value. I can click here and you have
all directly in the middle. If you translate with a different value like just
30, you will obtain that. If I translate with only
ten, I will obtain that. If I translate with 20,
I will obtain this. As you can see it's extremely powerful because you
don't need to create, for example, a first cylinder. Then a second cylinder. First cylinder translate, second cylinder translate,
third cylinder translate, then a fourth cylinder, and then a bolean operation with a difference to create
a complete hole. Even to create a complete
le with a bolean operation, you will have to use a union boolan operation to
link the different cylinder. You can earn time and you can
do this with only polygons, translate and rotate extrude. But you can also
decrease this value. For example, if I decrease here, and I define only a value of 20. I can create
something like this, and I can with a value like ten, and you can also
reduce just here. It depends after about
what you want to have, if you want to have something
more circular or not. This is how to use
the rotate tren. It is a little bit
like to create a revolution for
your sued models. Let's click here and delete.
27. Create lofts: We're going to see
how to craft a loft. It is a very interesting feature because you can use saps, and you can with these two saps, craft only one saps.
And it is interesting. You can also do this type of work with more than two saps. The first thing that
we are going to do it is to craft a cube. I will craft a cube and I will define a wide let's select 80. I will define a deep 60, and I will define eight like 20. After that, I will
also add center. Center equal true. After to do this type of work, I can just see my
cube on this area. I will add something more.
I will add a sphere. This is a reason for we. I will click on sphere just here. On this sphere, I
will open and I will define a radius for this sphere. Let's just define something
like 24 for the radius, I think, let's define just 12. And After to do
this type of work, I will complete
with center equal. True, but I don't
need form sphere. I'll just tap to cratosphere. If I just validate my
sphere is appearing, as you can see on this area. I will increase the
number of subdivision with D F n equal
n I will put 100. My space is located here. I'm going to put this on and
dragon move and the Zaxis. This is why I can use just
on the top translate, and I will focus on the x axis at zero on the y axis at zero, and on the Zaxs, I will go at 100. After to do this work, I can
see the translation and see the sphere appearing on this
area. What I want to do. I want to create,
I want to create one entity between the
cube and the sphere. This is why we have
the possibility to use the love features. The love features, it is. Concretely, you can tape
and you can open like this. After what you would
like to have inside. Inside, I would like to
have I use my symbol, I would like to have the
cube and the sphere. This is why I will
open my symbol and close my symbol like this to have the cube and the sphere with a
translation inside. When I just valid it, I can o turn this
render as you can see. Why it is useful
because after you can also change the value,
if for example, I want a sphere smaller, I can put four and I
will turn this render. But you can do this
also can be a cylinder, can be an der cube if
you need, definitely, you can also change the sphere and replace by something
that you want. As you can see, I change
the value of the sphere. Now you can do this
with more element. It means you can use translated sphere here inside
and you can copy, and you can go in this area
and pass. Just like that. You can position a
sphere not at 100, but this time at -100. Now if I have my holes, it means I will turn this
render on the other side. But for the second, you can also make some
transformation on the cube. If I want to increase the
thickness of the cube here, so it means this
value on the Zaxs. I can also increase
and turn this render. But I can also decrease or
put something like four, and I will opt this render. Something interesting is you can apply this also on to di shapes. Let's take a very
interesting example. I will create first
rectangle and I'm going to show
you how you can create something like
rounded corners. You create a
rectangle just here. So we'll replace by square and you will define the wy the eight and center equal true. I will define the wide
of this rectangle. It will be like 80, and I will define
the eight with 40. After to do this work, I will complete with equal. After that, I will see my
element, just like that. This is a two d element. Now I'm going to put a
circle on the right here. For this, I will define circle. I will just apply a radius for the circles and we will
only apply a radius of ten. If I validate my preview, the circle is located here, so I need to translate
this circle, so I will translate on the axis. This is why I will
put on the axis value like 100 and on the y axis zero. On the z axis, I will apply a value of
zero, just like that. And I will just close and activate the
translation just here. Now I can link this
element to this element. How to do this, I can use the
features. I can click on. I will use this one
and after that, I will open my symbols to see what I want to have
inside this features. It means the square and the circle with a
translation just like this. After to close the symbol, I can just validate and as you can see, you
can create that. I can do the same type of
thing on the left if I need, so I can select this one, right click copy and
right click and past. And I just need to
change the translation. If I want the same
thing on the left, I just change the 100 value
on the exacts for -100. Now I will have the same
thing on the other side. But if you want to change
the value of the sac, you can also change in C for
example put value of 14, in this case, I will have
something bigger here. This is why you can edit if
you want at your convenience. If I want to reduce, I can reduce also here. On the other side, I have
also the value of the circle, and if I want to
reduce with eight, I can also reduce with eight. But if I want the same
thing, I'll just take, for example, ten here
and on this area ten. Why it is useful because you can create your shape in two d. After that, you can
create an extruion. You use after the linear
tru linear extrude, and you can define the
value that you want number. I can define ten,
thanks to that, I can apply my linear extrude to all the l features and
do something like this. But if you want to do
this with basic shape, it will be pretty long,
not very convenient. This is why you can use features and after you can do
this type of work. Here, we have a value, but if you apply $1 N
equal and you put 100, Don't forget to
use the sem cool. You can also increase in all the elements inside
the le features here. You can increase the resolution. Here you can define your
value and disposition. As you can see very
interesting features.
28. Create unions: We are going to see
how to craft a union. For this, we will use
the Bolean operation extremely tiesting to work
with different object, and this operation is union. You can add two object or more
to craft only one object, two entity or more to
craft just one entity. Something that I will
do is to craft a cube. For this first,
bolean operation, and I will craft a cube with
a white a deep and eight. This is the reason for
which I will use wide. Just here. I will
create a dip also. For the white what we will use, we will use a value of 120. For the deep, we will use
40 and for the eight, we use 40 also. No 40 will decrease with
only 20, just like that. Let's change little bit. After to do this type of work, I will validate and I will
see my render just here. I will center my cube. I can add comma
center equal true. I want to add noder
shapes just on the top. This is the reason for which I will select this cube
and right click copy, and I will go on right
click and pass here, and I will just change
the value of this cube. I think I can
increase the value on this area and we will put 80, it will be a pertibta for my
example here for my example, I will increase with also 40. That's okay. The second one, we will use a value of 80 this. We will use a value where 4030 and yes, it's
going to be nice. Now I need to translate
this second cube so I can apply translate. I define the value that I
want on the x and y axis, so X it will be zero, y, it will be zero, and Z axis, I need to change the value. If for example, I put a
value of 50, just like this. I can translate my cube. It's a little too much, so I need to reduce that. For the translation,
because we have a value of 30 on
the z axis here, we will apply also
a value of 30. Just need to check
something because my cube was in the center, so this is why it will be 35. You need to check
because when you put the cube in the center, you need to be careful
when you dragon move here, and in this case, I will put 35. Now if I want to add
these two cube together. How I will do this, I will use the boli an operation unit. Just on the top, you
just need to take union. After that, you need to open one more time parentheses
just like this. After to open this, you can go on this area
and you need to open this symbol first and to see what you want
inside your union. I want my two cube
with a translation, and I will close with
my symbols like this. After that, if I click here, I just link this two cube
together. What happened? If I go on the top, I
can define, for example, the translation, on
the translation, I can define a value. It can be on the x axis like
maybe 200 on the y axis, zero and the taxis zero, and I will close the parenthesis and the parentheses first, the bracket parentheses and
some colon, just like this. Ano the sm colon and I will just validate to move
the element here. I have just one entity on
this area, just like that. Now, you can add more
element inside union. I can remove this union,
you remove this union. It means I can add another one. For example, on the top, I would like something at
something like a cylinder. I will crat cylinder just here. This cylinder will
define a edge. Let's define 40. Her number one, it is the base. The base will be at the
base will be at 12, and here two, it will be
at ten, just like that. After that, I can close
my parentheses here, and we can also
crate translation. Because if I do
something like that, as you can see,
here the cylinder, the element will come back here. But if I just validate, I don't see my
cylinder just here. Here I don't see my cylinder. This is why some things
that I need to do to translate the cylinder first. We'll go and
translate like that. Just before the cylinder, and I will translate
on the x axis aero, y axis aero, and Z axis. I can just start
with a value of 40, let's just click
here, the cylinder will appears in this area. I think it's not enough 45
and if I crack to link, we 50 just like this. F 50 normally will be the right value if I just increase the as it's
too much like that, and my value with fi
five will be here, yes, it was the value of f here. I put the cylinder on this area. I can also increase maybe is
a value of 14 for this one. If I want to increase the
resolution to so possible, but you are not
going to do this. I just want to add the cube with the second
cube and the cylinder. We have the first cube, we have the second cube with
a translation and the third, we have the cylinder
we translate. So I can craft union. Like this, one more
time parenthesis. What I want inside my union, I want this three tit. I can open this symbols, and I can close my symbols, and now I just have one
element just like this. It's the same if
you want to scale, you can scale all the elements at the same time with x value. It can be 1.41 0.4 C 1.4. And we can scale
all the models at the same time because we
have created a union. So we just have one entity. Here I put 1.2, so I bring
the proportionality, I can come back to 1.4
also on this area. This is how you can
work with union.
29. Create differences: Craft differences. This is a Bolan operation
that you can use, and this is a difference. You can substrike an
object to another object, or you can subscribe substrate multiple object
from another object. First, let's craft a cube here, and this Cuba will define
a wide dip and eight. Let's define a wide with 120. For this example, 120 for the dip and the
eight value of 20. After to do this work,
I can center my cube, so I can add a
center equal true. After to do this work, Sm column, and I can see my
cube appearing on this area. Now let's crack to
cylinder crossing in the middle of the cube. I will define cylinder. I will define a
from this cylinder. Let's put at least can be 40, but I'm going to put a
little bit more like 80 to really see
what will happen. I will define a radius and the radius will be
40 er one, er 240. And I can create my cylnder. I can complete with
center equal true, so center equal true. I can complete also if I need with a number
of subdivision, so after I can put
A n dollar F n equal 100, just like this. It's okay. I think the
cylinder is too big, lets just decrease a little bit, I will put 28, and here we'll put 28. It's okay for that.
Now what is the? The M is to subtract
the cylinder from the cube to create
a hole on this area. To create a hole on this area, we can use the pool on
operation difference. You need to put difference
on the top of the two sheps, you apply difference,
and you can open the parentheses and just close the
parentheses like this. After you need to open
with this symbol, and what you want to have
inside the operation. I want the cube, I
want the cylinder. And I can just close
with this value. After that, I can just validate. And as you can see,
we have created in the midl This is the
principle of the difference. Something powerful with
the code is after if you want to change the
size of your cylinder, so you want to create
smaller holes, you can take something like 12, something like 12 here, and you will have
something smaller. Or if you want to come
back with maybe 28 and 28, you can come back with
something like this. You can also
decrease the size of the cube if you need after or decrease the resolution because I can also
decrease the resolution, just a ten, and in this case, I will obtain
something like that. This is why it is also useful. L et's just come back
with a resolution of here we have 20. Let's just try 101 more time. Now if you want, let's remove the difference here and
activate the preview. I will decrease the
size of the cylnder. The value here will be ten, and the value here
will be ten also. I just want to
create four holes, one here, one here, one here, one here, on inch corner in
a symmetric way. I will decrease also little the eight of my cube with
ten. How to process. You need to translate
the cylinder first. Let tap translate
the first cylinder, and I want this cylinder
on the top left corner. What I will tape
parenthesis and bracket, and on the x axis, I will use -40. On the y axis, I will use 40. On the z axis, I will use
zero bracket and parenthesis. I can translate to
turn this element on the top left
corner of my cube. Now on the top right corner
here with this view for sure, I will define also I will
copy this element copy. And I will pass just below, and I will just
change the value. Here to position on this area, we need to apply 4040
tier axis, ti y axis. Now I will copy
right click copy, and right click and pass. On this area, if I found
this on this part, I will define -40 the axis
and -40 on the y axis. I will copy this element, go on this area in past. If I want to have
this element here, an order cylinder on this area, I will put 40 on the x axis
and -40 on the y axis. Perfect. Now I can use the bolean operation
to create four holes. This is why I will use deference one more time.
I can take difference. I can open my parenthesis and
here I can use this symbol, and what I want to have
the cube and the cylinder. It is important to put the
cylinder after the cube, or it's not going
to work properly. The base of your shape
is the first one. After you will substrite
the order shape just below. Here you can also if you want create segmentation with group, but it's not useful
in this case, you can just open this element, and you can just close and
it's going to work properly, and if you just validate, I will have this four holes. Just like that. As you
can see it's pretty good. You can make this
type of object in a fast way using this
polyan operation. After one more time, if you
want to change the size of the hole it's possible,
or in this case, you can also change
the size of your cube, or you can just change, for example, the eight of
the cube, here we have 20. If I make something with less, I can put with four
just like this. After that, we can make
your multiple element. Here I'll just have
a value of four. If I want to increase, I can put eight again, and if I want to increase more, let's apply for example 12. You can change the
code and just change the value any values that
you want. This is power.
30. Create intersections: Ct intersections. We are going to see how to use a bolean operation and to use this Bolean operation will be
able first to crate a cube. After that, I will define
a wide a dip and eight. Let's define a white first. I will define a white with 100. I will define a dipt with 100 and I will define
a eight with 20. So after to do
this type of work, I will be able to close here my bracket and
center equal true. And I will close the
parentheses semicolon. I will zoom little out
and I can define my cube. After to do this
work, I will define a cylinder to see the bascle
of this bolard operation. So just below, I will
tape cylinder here, and I will tape H. Let's
just put a value like 80. Radius number one,
I will define value of ten and radius number
two value of ten. Then I will click here. I can complete if I need
with center equal true. Semicolon at the end, and we can find this cylnder. If I want to increase
the resolution, the number of subdivision, I will click on C dollar F
n equal and a value of 100, and I will obtain this vender. Now if I wanted the part only on the intersection
of the two part. After I will show you
with another example, why it can be really useful
because here finally, it's not extremely useful, but just to show you the
principle of this one. First, let's increase
a little bit, I can put 16 here, and I can put 16 here. You can just on the
top, define translate. Define intersection. You can define intersection. You can open the
parentheses and close the parentheses
and what you want to have inside
this intersection. So I will use this symbol, and I will close the
symbol just after, and I will take in the cube and the cylinder cube
cylinder cube cylinder. Now if I just validate, I will obtain the part
at the intersection. Now why it can be useful. It can be useful because I
can replace the cylinder by, for example, a sphere. I can go here and I can replace the cylinder by a sphere.
I can tape sphere. First, I can go in this area. We have our cube. I can tape a sphere,
just like this. I will define a radius for
this sphere like maybe 20. I will define also a number
of subdivision, but first, let's silk the sphere,
zoom little out, and my sphere will
appear on this area. Ape can increase. Let's put 28 for the
example just here. I will work with a number
of subdivision with dollar F n equal and we
will put a value of 100. Now if I want the part on the intersection,
I go on the top, Adjusted intersection, I
will open my parentheses, close the parentheses, and open this symbol and then close the symbol to
just on this area. And I will obtain this render. Now it is interesting because if you want to create
this type of shape just with a cylinder or a sphere directly,
it's not possible. So now we can
obtain this render. But in this case, you can also, if you want, you can change the
value of the dollar. In this case, you can
obtain something different. Or I can increase one more
time with 200 and obtain that. You can use also this
intersection operation with multiple element. Let's take a glance. I will
remove the intersection, and I will remove the cube
also to only keep the sphere. This sphere, I will
create a translation. We'll put translate
just like this. I will translate my
sphere on the Axis. On the axis, I will
move from 20 on the y ax zero and
on the z ax zero. Create parenthesis and I will create a
translation like this. I will select the translation and the sphere right click copy, and go here, right
click and past. Instead instead to use 20, I will use -20 for the value. I can put another one
on this direction. I think I have little
too much space. Instead to use 20, maybe I will craft
the upset of 16, and here minus, 16, it will be Ptybta. I will duplicate this sphere
right copy, go on this area. This time I will change
the translation on this sphere for
zero on the x axis, and 16 on the y axis like this. I will copy this sphere copy and right pass every
time with a translation, and I will replace 16. By -16 because you can use intersection with
multiple shapes. Now I want to obtain a shape using this four
different sphere. How to do this, I
can go on the top. I can just tap intersection, open my parentheses and close
my parentheses and then open this symbol and
what I want to have inside all these different
translation and sphere. I go at the end and I
close with this symbol. Now if I just validate, I will obtain this render. One more time if
you want to create this with a basic
primitive shapes, it's not going to be possible, but here it's possible. One more time, we
have $1 F N value, but if we need, we
can red on each sp. Here, it's only for this sp. If you want for all the shapes, you need to put this on all the shape
with the same value. It can be for example
100 on this area, but it can be less also. Here. Intersection is also a very interesting
operation that you can use. Let's get it.
31. Create linear repetitions: We are going to see how to
craft a linear repetition. To craft linear repetition, we need to create first base, so we need to create the shapes, and after we need to
repict a process. First things to do,
let's create a base. The base will be a cube. I just need to tape cube here, and I will enter a wide tip
and eight for this cube. Let's create something
for the wide, I will apply a value of 40. For the eight value
for the deep value of 40 and for the
eight value of eight. Something that I will
do is to close here and I will just I'm
not going to center. I don't need here in
this case of example, and I will zoom a little out, and I will generate
my Q. Just like that. Maybe I can reduce
little bit with 30, and reduce little bit with 3030, or even 2020, it will be pretty better for
what I want to show. After to do this work,
I have this element. I would like to repeat
using linear patterns. First things to do, you
create your primitive shape. Second things to do
just on the top, it is to create a translation on the direction that you
want. You click and translate. Here. You apply translate, and after when you open the parenthesis and
then you open the bracket, you need to change
the axis that you want by a title and you need to enter
the title that you want. For example, it can be
I'm going to tape space x if I want to create a linear
repetition on the x axis. I will tape space
x just like this. On the y ax zero because I
don't want n on the xis zero. I will close here the
bracket and then this time. Now at this time, if
you just click here, nothing special will happen for a simple reason that you
need to add the last step. The last step, you need to
go on the top just here, and when you go on the top, you need to enter a
condition, so far, and you open the parentheses, and you need to replace
here by space X. So you replace by the
title that you put. After I depend what title
you put here in my case, I decided to put space X. And after you need to
enter equal bracket, and here you need to
enter Si element. And the first element will
be the point of departure. So my point of
departure will be zero. You need to add two
point this after My second point is the
distance between each entity, for example, let's put 100, and the last point, so two point again, just here, and the last point will be
the end of the last entity. Then I can close here
and up turn this render. Now I can Zoom little out, and when you have this, you need to understand
that on this area, the first value is the
point of departure. The last value is
the last point, the end print, and
the midle value will be the distance
between each point. And depending on that, you
will have a number of entity. So now, what's happened if
I click here, you can see, I can repeat this cube
on multiple area, because I put zero, 100 egret, I have one,
two, three, four, five, six, seven, eight, nine, I have exactly nine
entity as you can see. Something that I can do, it's now I can translate
just here on this area. What happened if I
want to translate at the same time on the y
axis and the Z axis. You can select this two line and you can go on the top
and you can pass. Now I'm just going to replace space X by for example zero, and I will change here for space e. Space for space y. After zero, space y, I can replace here
also by space y. Now we have zero, space y zero, and we have the same value. If I a little bit. Now here and I will
define this value. I just need to check
something here I define f, space, and here I
define also for space. One, just zero, and I need
to check my line first. I just need to check something. I'm going to change the
value here t t space Y one more time, and here
we'll replace for space y. Let's just try again, yes. Now it's going to work properly. As you can see, we can repeat also on the X and on the y axis. When we will work in training, I will show you that you can
use the repetition and use the repetition with also blear
operation Bolan operation. But just here, let's
focus on the repetition. If I want it also on the Z axis, I can tape here. First, I can copy
these two lines, copy. I can go on this area and pass. This time I will replace
this value by zero. I will replace the
z axis by space z. And I will replace
also space y here, so I will take space z. Now I can zoom little out. If I click here, I can also repeat on this direction
as you can see. But if you want to change
the distance, it's possible. For example, on the space zd, I would like to increase
the distance for 12 an 200. I can take 12 an 200, and in this case, I will to
have something like this. Depending of the
value on this area, I will define the number. I can reduce the number if
I define zero to 100 to 1,200 on the Zaxs
with a space of 200. I will btn this
number of entity. But I can also reduce
if I let more space, can put 400 and I will
turn this render. Definitely, it is
very interesting. Something powerful
also is you can replace all these things
with your primitive value. If you want to
replace by anything that you want, it
can be a sphere. You can take for
example sphere here, and you can define a radius. The radius can be I can
define a radius of ten, and I can close my
parentheses and Smicoln, and I can replace by multiple
sphere on this area. If I want something bigger, I can replace by 20
just on this area. I can also decrease one
more times the space with 200 on the Zaxs to
turn this render. Definitely, it is something
extremely ph that you can do. You just need to
respeak this process. First, you create your
primitive shapes. Second, you create a
translation and you replace the x or y or z axis by value. It means a title,
you enter something. The last point is to add a condition with
four Parenthesis, you put the title that
you use in this area, and then equal, and you
need to define the number, so it means point of departure, endpoint, and here the
space between each entity.
32. Create circular repetitions: We are going to
see how to create circular repetition
and to do this type of work will be able first to create shapes and after we
need to respect the process. Let's first to create this repetition, c
primitive shapes. We will use the cylinder. So I can take directly cylinder. After two type cylinder, I will define eight, dus
one and reduce number two. Let's define eight, I
will put 80 on this area. I will define 40 and I will
define 40 for this one. After Smicon and
something that I will do to litter out just here, and I will be able to define this cylinder,
just like that. This is the cylinder.
After that, something that I
can do for example, I think it's a little too big, let's just decrease with
2020 for my example. Yes, just like this, and
something that I will do also to center this one
with center equal true. After to do this work, I
need to create offset. The second step is to
create a translation. You just go on the top and you create a translation
with translate, and you need to define the space on the axis y axis z axis. You enter where
you want to move. For example, I can put a
offset of 400 on the axis, zero on the y axis, and for example,
zero on the Z axis. And then I can put coma and I
can put directly a bracket, parenthesis, and if
I just validate, my element will appears just
on this area as you can see. What is the third step. The third step is to
create a rotation. So thing that we can
do is to tape rotate. After rotate, we need to enter first the
value that we want, and we will turn
around the Zaxis. If I want to turn
around the Zaxis, I put zero on x, zero on y, and on Z, I will put a value, and you need to enter
the title that you want. In this case, I will
put a rotate. N X. After that, I will close my
bracket and my parentheses, so zero, zero, rotate x. Then the last step is on the top to apply directly my condition. This is why I will take four, parenthesis rotate this time. After you can focus on what. You can focus on the start, the increment and the end. The start will be in degras, the number of degres. I can start at
zero, for example, the end will be if
you want to make a complete turn, 260 degrees, you can take 260, and the
increment will be the distance in degras between each entities between each cylinder
in this case. I will take rotate here. Equal. After that inside, I will put my bracket and
I will take in this case zero for the start
two point here. Increment let's just
start with 42 print and 360 degrees if I want to make a complete turn and
bracket and parenthesis. Now if I zoom out and I just
validate just like this. I think I just forgot something rotate equal zero
just on this area, and Yes, I know what is wrong, he I type rotate x, so I need two table rotate
X, exactly the same thing. Now it's going to work properly. As you can see, you can
turn around the z axis, and because I have zero, and because I have 260, we have a total of
one, two, three, four, five, six, seven,
eight, nine entity. But if I put 45, I will have exactly eight
entity as you can see. You can change if you
put something line 90, you will have just four entity, if you reduce and you
put something like 20, you will have just 20, you will have this number
of entity, just like this. Something important, if you want to not make
a complete turn, you can change the end, and if you change
the end like 140, you will make only one
part just like this. This is why it is important. You can also change this value. If I put 40, I will
obtain only this part. Here, if you want to
make a complete tn, you just skip a value
of zero and 360. Now what's happen if I
want to change the axis? I can use the rotate here
and I can change rotate x and Here I put rotate x. But in my type of case, it was if I create a rotation, it was rotate zd. Here when I focus on this, it was rotate z. I put x, but it's better
here I focus on z. Now I want to work on y axis. I replace this one by zero, and here we replace
rotate y. Rotate, y. I need to replace
also here the zd by y, and what will happen
if I validate? I will opten this type of
render as you can see, tate y. But it depends also about
the value on this area. For example, if I replace here, and I put 400 on this area
and zero on this area, I will opt this render. So as you can see it not
good if you increase the value with 40 I
will turn this render. If I increase the value
with maybe four t f, I will obtain this
render as you can see. I can also increase
here if I need. It's not pretty good. I
can also increase with 80, and I will obtain this one. It's not pretty good because
here we need to change. If I put this also
400 on the Z axis, I will obtain now this render. I can come back with maybe
40, and I will have this. Depending on the translation, you can have different type
of render from the cylinder. The last step is to change and to focus on the x axis.
Here I can tape zero. And here I can change for x, and I will change this
one for tt. X this time. If I click here, I will
obtain this render, now we turn around the x axis. But it depends about where
you position the value, because if you position
400 and for example, zero, you will obtain this,
and if you define 400 and here zero,
you will obtain this. This is why in this case, the best thing to do is
to apply zero and to apply f 100 on this area, and I will obtain this render. If you want to make
something classical, the most of the time we
will apply zero here, and we will apply for we'll
apply a value like rotate ZD. So here I can take rotate ZD. I will replace this
area by rotate ZD, and we will apply the value
on this area with 400, and here we'll apply. Zero. After to this one, this is what we use
the most of the time. Then I define the value like 45. If I want to decrease, I can decrease also here the
translate value to reduces, or I can increase if
I need the value, or increase the value
if I need, like this. This is how you can work
with circular repetition. It is something extremely
important to use.
33. Add variables part 1: We are going to see how to
craft variable with position. For these first things to do, let's go here and craft a cube. On this cube, I will
enter a white like 80. I will enter a dip like 68 40. After to do this work, I will close my bracket,
my parentheses, and I can also put center
equal for this cube. After that with my semicolon, I can see my cube
as you can see. I will translate this cube, maybe I will reduce a little
bit the size on this area, and then I will
translate this cube. I will translate here. But in the translate option, I will put zero at the beginning
and zero and zero first. And after that, I
will work like this. Perfect, and I will craft cube. I will select. First, I
will change the title. I will take cube
number one like this. Maybe I can change
for cube number one. I will select this element
and right click copy, and I will go on
cube number two. I will craft the
cube number two, click past cube number. And then cube number. Four. After to do this work, we will just create
some translation. In the first cube, I will
focus on zero on the y axis. The second cube, I can change the position like,
for example, 200. The third cube, I will
change the position like 400, and my last cube, will change the position
for 800 or 600. And I will turn this render. Now after to do this work, I will change and we are
going to see variable. Variable for position. I can take variable for
position and what is the m of the variable
for the position? In the translation options, you can replace one
of these value on each transle line by
a title by your name. It means if I want to
move on the x axis, I can replace this by
something like translate x, so I can take translate x here. Here I can replace and tape
translate x like this, but you can take what you want. Here I'm going to take translate x because it is a translation, so I think it's pretty
good to put translate X, but you can change the name and put what you want
and translate x. After to this word translate X translate translate
x and translate x, you can just go on the top
and create your variable. To crate this variable,
you just need to tape translate x. Equal, and you need to enter the value that you want
of the translation. This will be applied on all the part where
we have translate X. For example, I want to
craft a translation of maybe 300 at tap 200. If you validate like this, you will have something
like a era for a simple reason that in
the translate each option, you need to finish
by a semicolon. If you finish by a Semicolon, as you can see it's
working properly. It means my four cube are going
to move at the same time. This is why it is useful
because you can add a variable, and if at the end
of the project, you want to put a translation
of all the elements, you need to put at the beginning
translate, for example. If I want to translate
moreover on the Z axis, I can add another variable. Here we have translate, and I can change that for
translate and I will use ZD. On each part, I can replace the last value by translate ZD. I won't do that on the y axis. I won't do that
on the y axis for a simple reason that we use the translation
to see the cue. In different position
on the x axis, but I can do also on the
Z axis in this case. Translate on the Z axis and here translate on the ZD axis. After to do this type of forks. I translate Z on each part, I can go on this area, and I will be able to translate Z equal. Of the z axis, I can define a value. For example, I can
define 100, sm column. If I do this type of work, I can translate
also on the Zaxis. Why it is useful because at
any moment, you can change. Here, if I want to put
800 and in this case, I want to put 400, I can change the value
and it's pretty fast to move all the elements at the same time thanks
to the variable. I want to come back at I want
to have a negative value, I can put that -200 just here. If I want negative value on this area like minus f hundred, I can also enter
a negative value. You can definitely move your different element
at your convenience, just changing this value. You need to change the name here and you can drag
and move like this. But something that I can do
also, you can add a plus. If you want to don't have
the same thing, for example, on the cubed number, I can put translate z on the Cubed
number for translate ZD. Plus here, and I can put 100. In this case on the last one, I will have 100 more. Here for the first one, I
can put translated, -100. In this case, I will
have -100 also. This is a reason for
which even if I wanted, for example, just on this
area, the first one. I could put also a translate y. For example, I can go here, I can ta translate Y. Equal, and I can put something
like 200, like that. On this area, I can make
something like translate y, and I can put -200. On this area, I can translate
translate y plus 200. Here I can ta translate y. Plus 400. I can translate y also plus 600. We can work also like this, and I think something is wrong, here I forgot to
semicolon on this area, and yes, we can do
something like that. Also. Here I have a translation
on the y axis of 200. But something that I can do
also on this one, I put -200. But if I don't put anything, we will move like this also. You can add some
specific value if you need to move in a separate way, the different element also. This is how to work with
variable for the position.
34. Add variables part 2: We are going to see how to use variable for the rotations. For this, we will use as a base here on this area
will cryptosphere. This sphere, we will
define a radius of 40, and after that, I can generate my sphere
just on this area. For this sphere, we
can also, if we need, add directly the symbol
dollar F n equal, and we can put a number
of subdivision like 100. This is my first sphere. At this first sphere after I have the possibility
to scale this sphere, so I will put a value of scale, and I will focus on the axis. On the axis, I will put
two on the one axis 1.5, and on the gxs 1.2. Maybe I can increase a little
bit here, 1.7 and 1.2, and I will use I
will close axis, and I will scale my sphere. After to do this type of work, I scale this sphere. I will also translate
this sphere. I'll put a value of translation. And I will put zero just
like z zero and zero. After I will change
with this translation. This will be at zero, but if I want to create
a little offset, for example, on the y axis, I can enter a value like 100 to dragon move the
sphere just on this area. Maybe I will increase
a little bit more 2.4, it will be pretty better
for what I want to show. So after to do this work, I will change the
name on the top and I will take sphere number one. So Sphere, number one. After to do this type of work, I will also would like
to create a rotation. I will start with
rotate options. We need to put the rotate after the translation
in this case, and I will focus at
zero first, zero, second, z zero, just
to craft this line. It's okay for that. Let's select this sphere number one copy and just put the
sphere on this area. This will be the
sphere number two. We can craft translation at at least maybe 300
and the y axis. We'll turn something like that. I think 200 is not a lot. Maybe I can work with 400. After to do this type of work, I will sell this sphere
rightly copy and go here past and we will
use on this sphere. I will create the
offset with 800. Just like this, hoops 600. Maybe it will be pre ti better. 600 is not enough in my case. We have 100 400, so it will be 700. I will take this sphere, I will change the name
for sphere number, and I will craft the
last one and past ten, I will change for the sphere
number four and we'll craft a translation of one Tz. If I want to apply on this sphere, directly
variable rotation. We need to replace
where I want to create my rotation just here. If for example, it is a rotation on the y axis or on the axis, let's take gl of the axis first. I can replace this
and I can take, for example, rotate x, but you can take what you want. In my case, I will
take rotate x here, and I need to take rotate X, the same title on each rotate
element on the x axis. Every time I tape rotate
x, and on this area, I will tape rotate x also. Rotate x rotate x
rotate x and rotate x, and I will be able to validate. If I validate, as you can see, we have in message for a simple reason that we
didn't apply the variable. So we'll go on the top and I
will tape variable rotate. A variable rotation. I will go in this area and
I will tape rotate x equal, and I will enter the
values that t one. If I take, for example,
40, Semicolon, I can create a rotation of 40 on the x axis,
as you can see. If I want a rotation of 90, I can take 90 degrees. You can repeat this operation
on each axis if you need. You can do on the y axis, and you can do on
the z axis also. There's something
that you can do, you can add a plus. For example, if I
want more or less. I can put as a base 90 degrees. For the first one,
it will be 90. But maybe for the second one, it can be rotate x, and I want to rotate less, so I can put -30 like this. If I click here, I
have 30 degrees less, it will be 60 degrees. Maybe for the first one, it can be rotate x plus. 20, and I will
obtain this render, and maybe for this one, it will be rotate
x plus maybe 30, just like this and
maybe for this one, rotate x plus 40. You can do something
like this if you need. But you can change
also the base. For example, my base can be 40. After to grad this base, I will put rotate x
just here plus ten. Like that, Maybe the
base will be 30. Let's focus on 30. Here rotate x plus ten, the second rotate x plus 20, here rotate x plus
30 and here plus 40, and we can do
something like this. Plus ten plus 20
plus 30 and plus. We can also work like that and you can change the rotate x. If you want to do this
type of work on yxs, and Zaxs, it is also possible
thanks to this variable. This says how to Work is a
valuable for the rotation.
35. Add variables part 3: We are going to see
how to work with variables for the scale. For this, what we are
going to do first, it is to cratosphere. This sphere, we will
put a radius of 40. I will also increase my value on this area with the
number of subdivision, dollar F N equal, and we will put one und. After to do this work,
I can zoom little ten, I can see mysphere
appearing on this area. Now, what I will do. I will
decrease little b the sphere. For 20 it will be pretty
better for the example, I will create a translation. Here we'll take translate. After I will put x, y, and z axis, I will
put on the x axis, 100100 and on the zxs
zero, just like that. I will translate my sphere here. I can even translate a
little bit more because after I would like to scale, so I will put
200200. That's okay. This will be my sphere number
one. Sphere number one. At the same time,
just on the top, I will something and
I will use scale, and we will put
scale x directly. You will understand y scale y. And com scale z. After I will close with my bracket and also
my parenthesis. Scale x, y, and z. Something that I will do to s this element copy and
go on this area past, replace f she two sphere two, and here we'll put -200. I will go this area
past sphere number S, and I will put 200 and -200, and here we'll tape
sphere number four, and then -200 and -200. After to this type
of fork, if I see, I can see my four
sphere with a position, but we don't have
anything for scale. Now what I can do, I can
got this area and I can just tape variable scale. After to do this work, I
need to tape scale x equal. I will tape scale x equal. Here, I can tape scale y equal, and I can tape scale z. Equal. Now I need to
enter the values that I want to replace this
value in the same way. For example, here I can
tape on the x axis. I would like maybe
four on the y axis, I would like maybe three, and on the axis two. If I put a column
just at the end, This one and this one, we can see the scale value of each element, as you can see. If you want to put more, I can put more, I
can put eight here, I can put maybe
eight or so here, and on this area,
I can put four, and we will increase the
scale value just like this. And something that you can
do where it is interesting, so I can increase my scale
value just like that. But it's increase also because
the translation is here. Now, something that I will do, it's to change something. I will come back with my
value of four and two, and I will put the translate
just before the scale. Or it's going to scale
with the translation. I will put my
translate every time hops I will put every time I translation
just before the scale, translation just
before the scale, and Here translation
just before the scale. Now if I do this type of thing, it's pretty better
because I will keep my fixed value
of the translation. As you can see, you can
scale at your convenience. If I want to come back on the zx at one, I can come back on one. But something that
you can do is for example on the second one, I can put scale Z plus For example, I can
enter value plus one. If I do this, this one
will have plus one, or I can put this one plus 1.4, and this one will have 1.4. Or this one, I can
go on the x plus, and I can put minus, you can apply -1.8,
just like that. This one, it is
maybe The first one, I can p crate a plus
on the x plus 1.3, for example, you can
change like that. This is my first example. Let's crate a second example. And for this, I will
craft a cube first, and we will define
a wide of 100, a deep of 108 of ten, and we will finish with
this one center equal two, and I will define my
cube just in the med. Let's close just like this
and center in the medle. Then I will craft a cylinder, so I will go here, I
will tape cylinder. I will define a of 40, dius number one of ten, and a dus number two of ten. And I will put com
center equal true, and ergule dollar F n equal 100. After to do this work,
I just need to put my semicolon and we can see the cylinder
center equal true. Something is wrong. Why it is wrong cylinder. Yes, because I have this
bracket. It's okay for that. I will create a translation
of the cylinder translate. On the x axis, I will put
40 axis 40 axis zero. And I will translate here. A some things that I will do, I will select this cylinder, right click copy, go here, right click and pass. I will change for minus
and minus just here, and I will go here, right click and
past and change for -40 and 40 and right
click and past, and I will change
for 40 and -40. I will use the difference
values, Difference. I need to put the difference
just before the cube to ct bolian operation
as exed before, and we can use difference here. I will open my symbol just close my symbol on this
area and I will craft holes. There's some thing
that we will do if you want to add a variable. Here on this area, I
can tape variable. It is not re scale. It is a variable for the
size of the hole here. But I want to include
on this area. You can, for example, replace its cylinder by H equal, for example 40 and equal, and here you enter a value, and it will be radius. I will put radius. I will replace every time
on this each cylinder. I will copy this
one and I will just replace this value by
directly right click past. This one, and here we'll replace this value and click past, and here I will
replace this value. Just like this and
right click and past. Now if I do this, I will
obtain this render for a simple reason that I
didn't have any radius, I'll just have very small
hole, as you can see. But something that I
can do is to go the top and just tap radius equal. If you have multiple variable, you can put us cylinder
radius like this, and I can define the varue. If I define ten cool, just like this, I will be
able to obtain this render. But something interesting
is you can change. If I want to change the size, I can put, for example, a base like four,
just like that. If I want to come
back, I can put ten. But something interesting
is here I can put cylinder, air equal radius, and I can tape for example plus
two for this one. For this one, I can craft
something like a minus two, here I can tape p two also. Maybe this one, I can tape
air equal radius minus four. What happened if I click here, you can have different size. This is one of the
interests of the code, you can first enter variable, but you can also add plus
something or minus something. Thanks to that, you can
have different type of render as you can see. After if you don't want to put this value, you can change also. If you want plus two
again on this one, you can add plus two again. If not interesting
if you enter plus the same value on
each element clearly. But you can do that
also if you need. This is how we can work
with variables for scale or if you want to
work with this type of variables for the size.
36. Master animations part 1: T We are going to see how to create animation
with translation. For this to create this
type of animation. The first thing to do
is to create a base. For example, we can
create a cube just here, so I can define my cube
with a wide a dep eight. I can put also
center equal true. First, I will define a wide. Just on this area, let's define
a cube with a wide of 40. We define a eight of
maybe a dip of 30, and a eight of 20. After that, I will complete
with center equal true. After to do this
work, let just see the render of this
cube on this area. I think something is
wrong because I just forgot to put my parentheses
and how it's going to work. I have this cube,
and I would like to create an animation
of translation. How to work with this.
To do this type of work, we need to create a models. To create a models, I can go on the top and we can
create a models. But just before to
craft these models, I will I will craft
the models first, I will click on
models just here, so we can take models, and you need to enter
the name of your models. For example, we can
use models translate. You can see we have
this color for models. Here I can use translate, and we will be able to open
after the parentheses here. And you can close
the parentheses. Here I can open my parentheses
and close the parentheses. After to do this type
of work, just below, I need to focus on what type of translation
I want to have. But just before here for
the model translate, what I want to have
for these models, I want to have the cube. I need to select
the cube just here. After that, just on this area, I need to close with
this symbol to have inside my model
translate the cube. After that, I will
just go below, and I will tape translate. I will open my parentheses. Here I will focus where
I want to translate. If I want to translate
on the x axis, I can put zero on the axis. I put zero on the y axis, zero on the x axis
zero on the y axis, and on the z axis, I can enter a value. But to enter this value, you need to tape
the symbol dollars. Then you need to
tape the letter t, and you need to enter
another symbol, and this outer symbol
will be this one. After to enter this symbol, you can put the
value that you want. If I want to create a translation of 100
for my animation, I will put 100. After I can close my bracket, I can close my parentheses
and it's not finished. You need also to add
the translate models. You need to put translate. Just here, and you need to open the parentheses and close the parentheses and then
finish with a semicolon. It looks a little complicated
like this at the beginning, but this is how to work. This is the base that
you need to have. First, you create your base. The base of the animation
will be the cube. Then you need to create the models and you enter
the name that you want. Here is the model that
I want to translate. You need to open parentheses and this symbol, this symbol. After you need to put the value that you want for
the translation, and in this case, I can put translate
and translate again. If for example, it's not
very convenient to use, you can replace here by move, I can replace here
by move because I have already
translate on this area. If it's not very convenient, you can put move and
you can put move. Now how to redo animation. To redo animation, I need to
go on the design features and you can just change because here it's not the
animation features. You have the possibility
to change for animation. Let's click on view animate. View animate, and I can click here. Now you
can see the time. Frame per second and
number of steps. By default, the time if
you don't enter anything, it's not to it's
going to be okay. You just need to enter
frame per second, like for example ten and
the number of steps. As you can see now, you can see the animation appears and I respect a translation
of 100 on the Zaxs. If I want it 200, I just need to replace this
value and I can replace by 200 and now the
translation will be 200. You can change the
speed of your element. For example, you apply
only one frame per second. It will be just pretty
long because for 1 second, we only have one frame. But if I want something faster, I can put a higher
value just like this. If I come back with for example
swift frame per second, so 1 second swift frame, you can also work with
the number of steps, and here the number
of steps will be two. This is why if we want
to increase the quality, we can increase the
number of steps, and I can put 40. Inside One frame, we can
define a number of steps also. I can increase put
100, just like this. It will be pretty longer, but I can increase also
this value like 60. If I increase the
value like 80 here, so we have a lot of frame per second and higher
level of steps, we can craft this
type of animation. Now, what's happened if I want to translate on another axis. I can take this value and cut, and I can activate a
value of zero here, and I can replace this one
and replace and here we focus on the y axis
on the x axis. If I want on the y axis, if for example, you put
the same value just here. You can also work on
different values, here x and y axis
at the same time. I can put also on the Z
axis, replace and past. Take a glance, we
can do this type of animation, just like this. This is something and
things that we can use. I can change the
value, for example, here I can put only 100, and here I can put
200, just like this. At any moment, you can
replace your cube. Here we have the cube, but if we want something different, can be like a sphere, so I can tape sphere,
parenthesis 20 radius, just like this, sem colomn, and we can do the same type
of things using the sphere. If it's small, I can increase
the size of my sphere. Let's put eight, and that's it, we can drag and move the sphere, as you can see on this area. And you can change
one more time, you number of frame per second, and new number of steps.
37. Master animations part 2: We are going to
see how to create animation using the rotations. For this, you need
to create your base. Let's just craft a base
for this animation, and it will be a cube. I can just define a cube here. After to define this cube, I will enter a wide. Let's take one more time an
example and I will use 80. I will use 40, and I will use 20 for this cube. I will complete with
center equal true, and then I will close my
parentheses, semicolon, Zoom litle out and just
see my cube on this area. Now, we need to create the
models. To crate the models. I can go on the top just here, and I will crate models, and here we can tape
the name that we want, can be rotate, but it will
be pretty repetitive. We can craft models like
something like term. I can open a parentheses,
close a parentheses, what I want to have
inside the models, animation, I want
to have the cube. This is why I need to open this symbol and
close the symbols. After to craft this
type of things, I can go on this area and
I will define rotate. After to define rotate, if I want to work on the
Z axis, for example, I will focus zero on the x axis, zero on the y axis, and on the Zaxis, I need to enter
the symbol dollar. So first I can tape dollar. I will take the letter
t. These symbols, and then I will put if I want
to turn with 660 degrees, I can put hundred 60 degrees, and I will close my
bracket parenthesis, and I need to finish with what? I need to finish with
the name of my model. It means turns, parenthesis, parenthesis, and I need to
finish with my semiclumn. Now I can craft this type
of rotation, rotation, turn around the zi axis, but I need to activate the
animation with view animate. Here, I need to
activate a number of framer seconds and then
a number of steps also. What you can see, you can see the cube is turning
around the zd axis. If I reduce the number
of frame per second, as you can see it will be
just two frame per second, so this is why we
have this even if we increase the number of steps. But if I increase the
number of step per second, we'll opt with a
pretty better render. We can also put 80
and maybe here 100. But if I reduce with only ten, we can have something
pretty fast just like this. Let's come back with 100. If I just go in this direction, so you can change the rotation, the position of the rotation. For example, I can go copy. I can go here, and I
will define a pass. If I go here, we'll define pass, you can turn on all the axis at the same time also
for your cube. Now, if I just come back with zero on this area and just come back with
zero on this area. I want to replace this
cube by something. I will replace this cube. What I will create? I would
like to create like a ring. To create a ring, something that I can do is to create
a first a cure, here, so I create first a cures. Let's just change and
stop the animation so we can go and view animate to
stop the animation first. Let's just create a first cur inside with a value of maybe 24. Som coolon and a second
circle with a value of 20 like this and
som colon also. I will have two circles. I can before this circles. Add something like difference, and I will englobe here this part and this
part, just like this. Now if I just validate, you can see create
this ring here. I can complete also
with a linear extrude just before linear extrude, and I will enter a number, like for example ten, and we can turn this render. I created this type of ring. If it's too much, I
can reduce only four. Now, if I want to
see my animation, I can come back on view, animate and you can see the element is turning
on the x axis. If I take this one
and replace copy, And I can go here and
position on this axis. We can also turn on this axis. If I replace this one by zero, we can only turn on the
x axis just like this. Something that we can do is to, for example, copy these models, right click copy,
and we can go here, right click and pass. I have now another part. We can also click here and create something like
ring number one. Here we can take
ring number two, and I will copy again this one, right click copy, and
right click and pass here. And ring number sit.
Now we have swear ring. The swear rings have
exactly the same position and the same rotation. Something that I can do, it
is on the ring number two. It is to replace here
and to change the axis. For example, I can
replace by zero, and replace on the y
axis by this value. Here I put 260 degrees, but if you want less,
you can have less. And here I can change, replace this one by zero, and here I can replace by this. Dollar t, this
symbols 260 degrees, and we can create this
type of animation. We can also if we want
something pretty faster, we can reduce, and we can
do something like that. Here. Now, if you scale, for example, we have
the linear trade, you can scale elements. For example, I can define
just here or the first value. I can define a scale value here, just on the top scale, and I can define a value on the exact sis like 1.2, 1.2. Oops 1.2, and let's
define a scale value. Let's do something
pretty more convenient, two, two, and two,
and just like that. Here I can apply a scale value. If you put a scale
value just before the ar trude just on this area, as it's not working properly
because the scale value, it's just before
the linear extrude. If we put just here, it's not going to
work properly also. In this case, if I put here and pass the scale
value as you can see, it's not working properly, so something that we can do, just to directly change
the value of the circles. Here, for example,
for my first models, I can increase the value here and it can
be pretty better. You can increase on this area and you can
just change this value. But if you change this value, you can also go on the here and stop the
animation, just like that. If you change just here
after as you can see, it's not very, very convenient. For a simple reason
that you have your models and
the turn features, it's pretty good to first define this value and after you
will be able to eat it.
38. Master animations part 3: We are going to see how
to crate animations, and in this type of case, we will crate an animation
with the scale value. For this let's just
start and crate a cube, so here I can tape cube, and I will define a white
for this cube, eight. I will define a deep 40, and I will define a 820. After let's just
click on this area, center equal true for this cube, and just put my semicolon. Let Zoom little out, and I will see the
render of my cube first. This cube, I need to create the models to generate
my animation. So just go on the top. I will start with models. I will define what
I want to have. Let's just tape it can
be something like scale, size, any things like this. Let's just crate
something like models, and we will tape
just just change. Oh, we can tape size,
anything that you want. We can tape model
size, for example. After to tape model size, I will open my parentheses, close the parentheses, what
I want to have inside. As a primitive, I want to
have my cube as a primitive. But you can repeat this
type of animation for any element because here just show you with
a primitive shapes, but you can create
a complete object, and then you can
create a group here, a group here and have
all your element of this object at the end to, for example, apply
the animation. You just need to put all the elements that
you want inside the animation inside this
bracket and this bracket, this symbol and this symbol. After to craft this cube, I want to scale. I will craft scale here, and I will open my parentheses. If I want to scale on
the x y on the axis, it depends what I want to do. If I want to scale on the
x axis, I will tape one, here I will tape one,
and on the Z axis, we can apply your value. If I want to scale on all
the axis at the same time, I can put the value dolar. Here I can define another value. Dolar. T, and I can
put this symbol, and if I want to scale
everything by two, I can put two, and I can
repeat this process. Do here t, this symbol, and two, and I can continue do T, the symbols and two. After I will close my
bracket, just like this, and I will something
that I need to do also, is to close my parentheses and to enter the
name of the model. If it's size, I need to take size and open the parentheses, close the parentheses and finish with the sem column,
just like that. Now I can Zoom little out. If I want to see this animation, I will go on view and just
animate, just like that. And I think I can make some
adjustment about my value. Something that I will do
to see the animation, I need to go around this area, and I need to tape something. Here, for example,
I can tape ten, and here I can tape ten also. Now you can see the cube scaling depending of the number of
fran per second and step. If you increase the
number of step, it will be pretty
slow just like this. Even if you increase the
number of fran per second, If I increase, I can be
something really slow. But if I decrease, like only four, it
will be pretty fast. It depends about the values
that we will enter on the frame per second
and for the step. Let's just come back with
the value of one grey. This is how to focus. If you want to scale
everything with four, or just with different value, it can be four, this one, two, and this 13, you can
replace the value. If here just want one,
I can change for one. If here I want four
also and this one, only one, I can change
to obtain this render. As you can see,
it's pretty good, you can do also the same thing for any element on this area. For example, I can replace, and I can create
something like a sphere. I can just create a
sphere just here. I will define a radius
for this sphere like 20. And take a glance, we can resize this sphere directly using this
different value. So I can zoom a solid out. Apply a value of eight here
and just on this area, can apply a value of two, and you can just change the
size as your convenience. One more time you can mix with different number f per sagon and different
number of steps. Let's reduce like 80 to make
something pretty faster. This is how to focus
when you want to generate animations with
this type of element.
39. Support modeling part 1: In this training, we're
going to create support, and we will see
different features. To create this super, something that we're going
to do first is to create the base and the
base will be a cube. I will craft the
cube here and I will define a wide for this cube. Let's zoom little out, will define a wide
with value of 80, and I will define a deep also
and the deep will be 40, and I will define eight also, and the eight will be four. I will then complete
with my bracket first, and I will put com
center equal two. After to do this work,
let's Zoom little I, take a look about this cube and my element will
be located just here. Maybe I can increase
little bit the white because think
for my support, it will be pretty bit better. So I can increase little
bit the white here, we have 100, little too much. Let's just focus with 120. Let's just focus with 100. So now let's craft a der cube. I will go on the right. I will craft an
der cue just here, and I will define a
wide for this cube, and the white will be four. The dep will be 40, and the eight will be 40 also. Maybe I will increase
little bit the eight after, but first, let's position
this element here. And I can complete with
center equal t also, so c equal t. What does it mean? It means that my cube will be located here and now I
can crate a translation, so I can take translate and let just
translate on the axis with a value of 100 and
on the y axis zero, and on the Zaxs zero. Two crate offset first on the
right. So I can translate. My element is now located here. I will increase to be this
value to go until 50, yes, it will be Pty better. Not 50, I will keep 40 because after we need
to add two Clender. Let's just keep 40, and I will change
also the position on this axis just here. We have the z axis, and I need to change
the position, and I need to apply
a value of 20. Thanks to that, we'll be able
to put this on this area. If I don't want exactly this
to be totally on the right, I can put a value of 18. Now, what I will do, I
will create two cylinder. I'll create the first
cylinder just here. Cylinder. Something that I will
do on this cylinder, to create H. And we will
put a value like 20. No 20, we'll put
a value of four. Then radius number one. Let's just put four and
radius number two, four. If I do something like this, my cylinder will
be located here. I can also complete
with dollar f n equal. Let's apply your value of 100. So my cylinder is located here. Some things that I need to
do is translate and rotate. I can translate first. Maybe we can earn a little time. We can keep seeing
this translation. Just put the translation here. And dragon move
just on this value. So now my cylinder is
located on this area. I need to change the
position on this axis. Let's try with 40. Now the cylinder
is located here. Let's increase a little bit
with 50, just like that. I can also change the
position of the cylinder on my directly f
here on the y axis. On the y axis, I can
put a value of 20. 20 will be little too much, so we can reduce a little bit. And I need to apply your
value of 16, just like that. After to do this type of four, let's craft the
translation just after. I can click here, a rotation, and I can go on rotate, and I need to focus
on one of these axis. On the x axis, let's put zero on the y axis 90 deg and
on the z axis zero. If I do something like that, I can have my cylinder
just on this area perfect. Now I will duplicate this part, so I will select
this s lines right click copy and right
click and pass. Now I have a second
cylinder on the same way. I will just change
the translation. Instead to put 16, I will put -16 on the y axis to have a
second cylinder here, and we can use the features. We have this element here. We can use features to
craft just one element. And I will open this symbol and close the symbol at the end. And I I just validate, I can upturn this render. Something is little wrong. Let's just undo the feature. Something is little wrong for simple reason is that the
translation is not pretty good. I need to change the
translation on this axis. Here we have 100. I can change the position
of all the elements. For example, the first
translation on this cube, we can reduce if we need. We can put this one here. On this area, we have 100, if I put 78, I will go here, it's
perfect, and on this area, I can put 78 here. Now, let's reuse the
features so I can tape. And that's it. I can obtain this render. Now I need to position
this element just here. Whether I use a translation
before the ule. Whether I can translate
all the elements here. It depends about
what we want to do. After I think maybe it's pretty better to just translate
before the mule. Thanks to that, we can
separate and on the x axis, I can put Minus ten first, y axis zero, and Dax zero. Close. Thanks to that, I can translate here. Let's increase the value. Here, we have -20.
Let's increase a little bit more, 24, 26. Normally, if I put
a value of 28, I will be pretty good. Now I want to have this
element also on this area. Something that we can do
is to create a group. Here we can put something like part number one on this area. Here we can create something
like part. Number two. It means this one. I can
slick my part number two and right click copy and just go on this area and pass to
crack the part number. This is a part number
one, part number two, and this is a part number. Let's take a look, maybe
it's okay for that. On the par numbers,
we just need to translate with a different
value. Here we have -28. I can increase with -138
will be located here, so it will be 128 Because
we have 100 for this base. It's 128. Perfect. After you
can reorganize if you need, but I think we can
organize like this first.
40. Support modeling part 2: We're going to continue with
the creation of this part. Something that I
would like to do is to create all here
and hole here. But we will work with
inside the P number two. We can add a cylnder and use the different
features and repeat the process on the P
number S. For this, just inside the part number two, I can create a cylinder
just on this area. I will define a cylinder. And the cylinder
will define a edge. Let's put something like 20. Dus number one, I will put something like 12
and reduce number 212. And I can create this
type of cylinder. I will complete this cylinder
with center equal true. At the same time to
put center equal true, I will complete with dollar F n equal 100 for the reservation. After to do this type of work, I can use my colon and the
cylinder will appear here. We can create translation
and rotation so translate. After to grate translation, I will focus on the x axis with minus and I
will define value. Let's apply -50 y axis, I will focus with zero, and ZD axis, I will
focus with 30 to start. Maybe I will make
some adjustment. The translation will be
blocktd on this area. As you can see it's pretty good, maybe it's about
the translation, I can increase on this
area with 40 here. And I just just cato rotation. Just after the translation, not before I can crato rotate, and we need to rotate
on the y axis. X axis, it will be zero, y axis, it will be 90 degrees, and z axis zero. Bracket parentheses, and let's grab this
rotation perfect. Thanks to that, I will
be able to crate le. Let's just move a little bit
on the Z axis, 30 hoops. Let's just focus es
translation Zaxs. Think 35 will be pretty good if I want to put my
hole around this area. Let's reduce. Let's put 30
f. Let's cate a difference. The crate a difference here, We need to just go just before. We need to link translate. Just before translate, we
need to open this symbol. After this symbol, we need
to close to have a group. Just before we can
use difference. Parentheses parentheses,
open this symbol, and just go in this area and close the symbol
and thanks to that, something is wrong,
let's take a look. But what's happened, here
I have my translation. I'm going to come back,
maybe something is wrong. I put my translation here. Maybe I need to
change something. Yes, it is because we are
inside the Part number two. On the Part number two, the location on the
translation is not -50, but on the P number two, it will be 50. On the Part number two, we
need to be located here. It's better. Even a little
bit more like 52, just here. Yes, it's better. Now I can do this type of process because it was not on the right part. Just before
translate, I can open this and just after close this, and now I can use difference. Open this symbol just at the
end of the Part number two, close the symbol and we have
this difference perfect. Now if I want to repeat
this on this part, I can copy this element,
right click copy. We can go on the Part
number three and just below right
click and pass here. I can repeat my process just before the translate
on the Part number three, we can group all the element. No. Just before we can use
difference one more time. Parentheses parentheses,
open this bracket, and just close this bracket. I just need to invert
here, we have 52. We need to invert for -52, and I I valid data, I have also this s. Perfect. Something that I would like
to do is to turn to add an element to another
cylender on this area. This will be my
part number four. Let's come back, just go below, and we can take
part number four. On this part number four, we can create a cylinder. Let's one more time focus on the eight of this cylinder
and we will put value. Let's put 68, and
reduce number one, we will put ten. Maybe we'll make some
adjustment after ten. I will define also
cin equal two. Then I will finish with
dollar Fn equal 100. Let's remove this
bracket because I don't need bracket
for the cylinder, and use my semicolon. Let's take a look. I have this cylinder here.
It's pretty good. I can just change the position
with the translation, so I will use translate. I will translate on the x axis, zero, y ax zero, and axis, I will put minus, and here we will put
-60 just to start. And my translation
will be located here. Now I want to put this
clander just on this area. This is why I will
reduce the translation. Here we have -50, I need to
reduce a little bit more. -40, and I can reduce a
little bit more with minus. If I put a value of six, I think it's pretty better. Let's try with minus seven, we have a little offset, so it means it is minus
six. Just like that. A After if it's not enough long on this area, we can change the
value of the cylnder. It means if I want
something like 80, I can increase the size with 80. But if I put 80, I need to change also
the value on this area. I need also to change
the value here we have minus and if I put minus f, I will have little
offset minus f, and I think it will be -43 to perfectly
match with this area. It is same if it's too big here, you have 1010, you can change, you can reduce so you
can increase e few need. I think we have a little of set, little again, so it's -42. Yes, perfect. That's it. This is an example,
but what we can do, so we have structure this
conception with three parts of the part number one
with the reference cube. Then we have the
part number two. It is this part and we
have the hole inside. Then we have the part number. It is this part with exactly the same thing
that the P number two, we just need to invert some values to obtain
the same render. Then we have the
part number four, it is this part
with the cylinder. Let's just take a look on this area and we can use here as orthogonal view,
perspective view, and the activities element. Uh huh.
41. Spatula modeling part 1: In this training, we're
going to craft the spatula. For this, we will see
different features. First things to do, I'm
going to go on this area and just craft the
base of this spatula. We will work with a cube, so I can craft a cube here. First I will define
the wide of this cube. We'll focus with a wide of 80. We will focus with just
a dip of 2080 here. After I will make
some adjustment and just eight of four,
just like this. After that, I will also if I want to have my
cube in the center, I can complete with
center equal two. Let's just zoom little out. And validate this cube.
We have this base. First, here it is too much. I will reduce with
the value of two. After we'll create the
base of this pula, I will change that and
I will change with the value of 20 to just
upturn this render. After to do this work,
we'll create a second cube. We can copy this cube and just go on this area,
create a second one. The second one will be 2020. Something that I can do to
translate the second one, so I can just translate. On the x axis, I will
translate with a value of 40. On the y axis, I will translate with
a value of zero, and the axis zero. After that, let's click here, I have this element
on this area. We will reduce this
element. Here we have 20. We can reduce a little
bit with a value of ten. Yes. Perfect. On this area, we can also reduce with value the first cube with
a value of ten. Now some things that I can do, it's here the
translation is too much. We can reduce the translation. Let's work with 20, perfect. Now it is good for
what I want to do, and I will use features to create a link between
these two entity. I will use UL and After
to do this type of work, I will open just
like this and then use the symbol and we
close with the symbol. We can validate to
craton is this part. Now, for my spatula, I want to noder
element just here. I can define slick my
first cube copy just after the hole I can
pass the second cube, and I will change the
value on this area for 90, and I will have this new cube. And something that I will do
its to crate a translation. Before I will use translate. After two te translate, I will open and on the x axis, I will put minus something. I will start with Minus
2000 on the y axis, and zero on the zd axis. Here I put -200, but yes, let's just
start with this. Validate and now my
element appearing here, as you can see, we need to link this element
just on this area. This is why I will reduce
with 101st, just like this, and I will continue
to reduce like 60, and I will continue with 50 to perfectly
link to this part. Because if I put more
like 56, as you can see, it's not going to be good, so this is why the value is -50. Why I didn't link this part and this part in
just one entity? Because I want to use
another features. I will create another cube, but I will select
this small cube here. And the translation
at the same time, right click and copy, and
we will go just below. I will pass here, but this one, this first part we will put
just before the features. It's going to be pretty good. It means this part here, we will put just
before the features. Now we have this translate
and this cube, it is better. Now I will add another
one just here, and I will translate
a little bit more. Here, we have a value of L
et's try with the value of 40. So now I have the small element. I can increase a
little bit with 61st, and I will change the
value here, we have ten. I can change for 20. It's pretty better, not enough. I just change for 40. I think it's pretty good, maybe a little too much. I will focus on 30. That's it. I will create some rotation for this element just
after the translation. After the translation,
we can use the value. We can use the feature rotate. After to use this features, I will define value. On the x axis, we can define value of
rotation of 300 on the y axis, zero on the Z axis,
bracket and parenthesis. Let's just crate this rotation. Because I created this rotation, it's not on the x axis. It will be on the y axis
that I want to rotate. Yes, just exact. But I need
to put a negative value. Let's replace 30 by -30.
Now it's pretty good. I can also cra offset
on the z axis, so we need to put a value. Let's try with 12. I think it's not pretty good. Because I have the
translation just before. Because I have the
translation, yes, I need to translate
but on the z axis. Let's translate with ten. Think it's pretty
good, little bit more. Let's translate with 12. If I zoom a little bit, yes, I think 12 will be pre good, and here I can change
the value also. A is to be close, but not perfectly close. Let's try with two, and I will obtain this render. Lex this. Now what we'll be able to do it to link this part and this part
using the il feature. Just before Oil
first things to do, we can open this symbol, and just after this il features, we can close this symbol. Here we can open
this symbol again, link translate
Rotate cube intyle inside the same group
using this symbol. And just before
this use filteres, we can crate again.
So I can click on. And open parentheses,
close parentheses. Use these symbols and just
at the end, use the symbols. What I will be able to do if
I just validate my render, I will obtain this
render, just like this. This is why it is interesting. Here I have a cube with a
value of the features rotate, I have this cube
with a value of 12, but if we want to reduce, we can reduce, we can put 12, and we can reduce this
area as you can see. That's it. It is okay for this first part just on the top. I will organize just creating
the part number one. Thanks to that, we
have this translate, we have the first features, and we have also a second
features just here inside.
42. Spatula modeling part 2: We are going to continue with the creation of this patula. We will focus on
the second part, so I can go in
this area and just craft my second part
part number two. This second part, we will
craft handles on this area. How to craft this handle, first, I will generate a cube, and this cube, I
will define a wide. The wide of the cubes. Let's define a y of 200. I will define a eight of 36 and a dp of 36 and eight of 20. I will close my bracket and parenthesis to define this cube, and I will craft a
translation translate. On this translation, x axis, let's start with just some 200, y axis zero and axis zero f. I think it's important just to see where this position
first in the big line, your element, and after we'll
be able to make adjustment. We have the base of this handle. Now what I want to do, I want to first reduce little
bit this position, so I can focus on 100, maybe 60, it's too much. Let's just focus on 120, it's too much, 120,
yes, like this. After to do this type of work, I can just keep this
position like this. I want to use the
ll features also. Not the ul features,
the Minko ski features to add rounded corners. This is why I will complete with the cylinder so I can tape cylinder and the edge of
the cylinder will be four, the white four and four also. I will cup four and
four just to start and validate with this, and after that, we can use
the Minkov ski features. So I can click here,
just tape Ming Kovski. Parentheses, parentheses,
opening symbol, and just at the end, I will validate
my close symbols, and I will just be able to
craft this Minko of ski. And I need to increase
the resolution. This is why in this
cylinder I will complete with dollar f n equal, and let's put a value of 100. Now the resolution is different, but what I want to do, it's
not on to add it corner here, and this is the reason for which I can just change
this value for two, and I will obtain this render. I can also change this value
for two, just like this. Now as you can see, we have
this element on this area. I want this in the
opposites in the opposite. This is why I will copy
this cylinder rightly copy, and just go here, right click and pass. This cylinder, I will
invert the value for four. On this area, we invert
the value for two. Thanks to that, I have also this rounded corner here and
this rounded corner here. Perfect. Now I want to
create the le in this area. To create a hole in this area, I will select all this group of cylinder like this
to keep this base, and I will go on this
area just below. I want to first create a
group with this Minkov ski. I will add these symbols, then close these symbols, and I will create an der
group here with adding the symbol on this area and
the symbol on this area. Now what I want to do.
I will change the value here to craft my
element to create this. For this for the cube, I will change my value, and I will define 60. On this area, we will define 20. On this area, we will increase
with a value of maybe 40. After to do this work, I can put a translation. Maybe I can increase here to be sure to cross all the element. Here we have a translation. I think I can drag and
move the translation 160 and take a look, here we have the element. Something that I can do is to change the translation or we can put in
front of the cube. Center equal true.
Just on this area, we can add center equal true, and just validate to
have the cube just here. One of the problems is, as you can see for the Mingo
of ski for this first cube, it is not in the center, so it's not pretty good, so I need to change that also on this area and center equal true, and now I will
obtain this render. But one of the problems is I need to change
all the position. Here, let's just change
with a value of maybe 300. Let's take a look and
not 300 on this area. Let's just come back. Let's
just change the translation. Yes, Let's just change
the translation 200 here. Perfect. Now I can use also the translation
of this element, and we can change
the translation. For maybe 218, I will have this position.
It's not enough. Let's increase with 200 forte. I think it's pretty
good like that. But I want to add also maybe rounded corners
on this element. I need to use also the
Minkov ski features. Inside, I will re use the Minkovski pops.
Yes, just like that. We'll tape again Mosk. Parentheses, parentheses,
I will open these symbols, and I will just go here and
just close this symbol, and now we have rounded corners. I don't need to apply
this second cylinder. It's not useful for
what I want to do, so I can remove this one. Perfect. Something that I will do is to crate abolan
operation deference. On the part number
two just here, now we can create a difference,
parenthesis parentheses. I will use for the deference. I will open my symbol, my first group with
the Minkovski inside. And the second group with
the Minkov ski inside. So what I need to do, I have this element
here this element here, so I can just close
on this area. If I just valid it, I have my holes just here. If the hole is little too big, we can make adjustment.
It's pretty fast. I just need to change
the value of this cube, and if it's too big, I can put for example 50 sit, and I will reduce
little bit this holes. Now what I'm going to
do is we the part two, and we have the differenj
on the top here. We can create the translation
of all these element. So I can click on translate. And I will focus on the x axis, and I can put minus Let's try -40 on the y axis zero and
on the z axis zero to start. I will close my bracket
and parenthesis, and I will be like
this as you can see. I need also to dragon
move on the Zaxs. I need to change that.
Zaxs, let's put 20, and I will be able to move here. Maybe 20 to me. I can put a value of 16 perfect. And I can focus here -32 to go a little bit more inside just
like that. And it's perfect. We translate all the element
inside the difference. That's it. This is how we can create this type of spatula. Let's just take a look
in these two parts, and I will just change here. We was working on the
perspective view. I can change for orthogonal, I can also deactivate
the view of the axis, and this is the type of thing that you can do
with this software. While more time,
the important part is if you want to
make modification, you have just to make
some change on the code. You don't need to change all the elements to
change all the things. You can just make
some adjustment, for example, on your
primitive shapes, can be on the primitive shape, but it can be also on the
translation, the rotation, on the different features, and all these type of elements, you can just change the value.
43. Part modeling part 1: In this training, we're
going to create a part. For this, we will use
different features. One of the first things to do is to create here and we
will create polygons. To crate this polygons, I will take polygons
and directly, I will start with
my different print. Something that I will do, I
will tape directly points, and I will go with equal, and I will start like this
to crat my first point to zero and zero. Then I will create a
second point at on the x axis at 110 110, here, I just need to make some transformation,
just like this. 110. My second point will have also zero
around the y axis. Then I will position
a der point. And I will take one
more time 110 and four. After I will position
another one, and I will come back
with value of 2040. And then I will
position my last point. Click here, and my last
point well position of zero. And 40. I can close my bracket
first time a second times. After to close this bracket, I can also use parentheses
as I explained before, and I can zoom
little how to take a look about the render
of this polygon. Perfect. Now what I will do
is also to create a circle. I will click on circles. I will create a circle
with just a small radius, and I will put a radius of ten and dollar Fn equal and will put a
value of one and re. After I will translate
the circles, so I will use translate. About the translation, I
will focus on the x axis. On the x axis, I will
translate with a value of 100. On the y axis, I will translate with a value of I need to go
this area with 40, and the axis let's take
a look about the axis. On the axis, it will be zero. I can go here and something
that I will do to click and translate and my circle will
be located on this area. I just need to make a
little bit transformation. I think here it's pretty good. If you increase the
translation like 140, your circle will
be located here, just to show you where
will be the location. In this case, yes, 100 will be great here. But on the y axis, I think it's a little too much. We can reduce maybe with
35 to use those features. If I apply 30, yes, maybe it will be good. Let's take a look. I will use the features to link
the two entity. I can go on this area, le open the parentheses, close the parentheses,
and inside, we want to have the polygons, and we want to have the
circle with the translation. After that, we can do something
like this and perfect. Thanks to that, I have
this rounded corners with a value of ten just here. If I take a look to my
translation polygon print. The location is located here. But it's not exactly
what I want to do. Because if I take a look
about my polygon print, here we have 20, I'm going
to change for 20 just here. We have 100, 110, 120, and here I can put 2020. We have also the feature. I'm going to remove
the e features. I just want to take a look ys. Let's do something like this. Yes, 2020, and here we'll
change for zero and 20. I think will be pretty better
for what I want to do, and I will change
the circles with a value smaller like
four like this. I will change the translation
of the circle also. Here I we'll put Like here, I have 110, as you can see it's too much because if you put
something like that, so circle will be on this
area. I need to change. I will put 104 just like this. Here on this area, I will
change for maybe 20. As you can it's good, maybe we have a little offset, so here it will be six
and on this area 20, and now I can reuse
features so I can t and I will take the polygons and
the circles just here, and I will be able
to do this features. If the translation on this a is not pretty
good, I will have offset. Maybe I can change the
translation with a value of 16. Just like this. After to
do this type of work, I will apply a linear
extrude just before. Here I can take linear
extrude and we will ct value. And I will put 80.
Just like that. Perfect. Some things that I will do so here we
have the value of 80, maybe it's a little too much. We can reduce with the value of 60 to obtain this
render its prati beta. Now we'll do the
same type of thing on on the same type
of directions. Below I will c s just here, and this s will
have a size wide. And I will put a wide of
40 just on this area. If I just validate my square, my square will be now located
here, it's pretty good. I just need to craft a
translation for this square. Something that I will do
is to click and translate. I will translate on the x
axis zero yx zero and zxs 20. B if I put some bit more, we'll have offset here. Not on the z axis
because here we turn, so this is on the y axis. Let's focus on the y axis. If I put 30, my element will be here, so now I want to
pass on this area, and this is why I will put 20. After I will create
also OC curs, so I can just go
below cta curves. This circle, we can enter
radius $20 f n equal 100. Sm cooln circle will
be located here, and now I can create a
translation of the circles. Let's create
translate, and we will focus on the x axis with zero. On the x axis, I need also
to move on the x axis, I will put ten on the y axis, we will put 60, and on the z axis, we will put a value of zero. Let's take a look first and the circle will be located here as you can
see it's pretty good. One more time, if you want
to create more offset, you define more value here. The circle is located here. Something that I want me, it is a value of eight we will pass
directly on this area. Something that I will do,
I will change for 60 and he kratom offset with a
value of 20, perfect. Now I have this element and I can use the whole features to
link the two elements. I think it's pretty
better or I can just use also union
feature after, but if we use, we can use the features and do
something like this. After that, I can validate
and just on this area, I just change the symbols
and we can use features. I will apply your linear
extrude just before this one, linear extrude. The value that I will
apply will be 60. I can grab my ex just like that. Perfect. We have this
base, we can complete. We can make something like part, can make part, number one, for example, with
my linear extrude, and then just on this
area can take my part. Number two, just here
with the linear ext also.
44. Part modeling part 2: We are going to continue with
the creation of this part. Something that I
will do is here, I would like to create
a cylinder and to create all crossing this area. We'll add a cylinder
first just below, I can add cylinder. This cylinder, I will define. If I want to cross, I
will put something like 120 and radius number one. But the radius number one, I will put a value of 12
first and redus number to 12. After to do this work, I
will define my cylinder. If I just click
here, the cylinder will be located on this area. Something that I can do,
it's perti better if I add to this Cylander, first, center equal true, and it's
perti better if I add also dollar f n equal 100 to increase the
number of subdivision. So now my cylinder is
located on this area. Let's create a translation
of this cylinder. Translate just on the top, about the translation, we
need to focus on the axis. Be careful because
here the axis, we are not working
on the same view. So the axis is here, y axis here, z axis here. This is why I need to translate on the x axis a little bit. Let's put 20 on the y axis, I will focus with a value
of 40 and on the z axis, I will change with 20. So Let's take a look
first with this here. I will go on this area, and I need to go a
little bit on the top. This is why here is the y axis, so I can increase this
value. Let's put 50. It's not enough again. Normally if I put a value, something like 60
is pretty good. Because if you increase, if I put 70 will arrive
exactly on this area. This is not what I want to do. Fly con 80 will
arrive like this. I just want to show you that
we can drag and move on the different axis using this type of value,
just like that. If I increase, like 100. I will have some
space. It's okay for that. Let's change that. And to position in the
right way, I will put 60. Then I have 2020. I think it's pretty good, and we can cross this area. I can also make little
adjustment on my CD axis and put something like
y to be in the miter. Let's crate the difference. I need to crate the difference here we have the linear extreme. Let's crate a difference
on this area. I can take difference. Parentheses parentheses, open
my symbol and just go here. And close the symbol. Thanks to that, I created this. Now I want to craft
another element to crate the le also with
a cube on this area. Something that I will do is
to add a cube just below. I will craft a cube and I will define a wide for this cube. Here we need to change
about the different axis. The first axis will be
the wide and I will focus with a value of 100. Then we will have the
deep For the deep, I will put something like 80, and for the eight, I will put something like 24. This, if I just validate,
it is located here. It's not too bad, but I want to make some translation first. Let's click and
translate x axis. First, translate x axis. On the x axis, we
are going to make a little translation
with minus, for example. On the y axis, we need to make a translation. We don't need to
make a translation. I can put zero, and on the z axis. We need to make a translation
and In this case, I will translate with yes, n the Z axis, I will
translate with -20. And I will take a
look here first, and I think it's pretty
good for the location here, we have this axis, on this axis first, I can change little
bit the position. We need to put 20. Let's take a look
s, just like that. Now I need to change
on this axis, and it won't be a
negative value, but a positive
value. Yes, perfect. Now, what I need to enter
Ba if I zoom on this area, We put a value of
20 for the upset. I put a value of 18, think it will be protibtor to
have exactly the same size, the same thing on the two side. Yes. Perfect. L et's create
directly a difference. For this, I have my
first difference. Just before my first difference, I will open this symbol, and just after the end
of this difference, I will close this symbol. Then I have again this element. We can if we want to
open this symbol, but we can just stay like
this, it's going to work. If I put just below
per number two, and just on the top
of this difference, I can tape difference again. Something that I will do is to open the parentheses,
close the parentheses, open my symbol here
and just on this area, close the symbol
totally at the end. I will take a look and we can create like this
this type of render. Now what I will do. I want
to create a last element. Just here I want to create
directly another le. Let's create one
more time a cube. But this time this cube, I don't want to
position on this part, I will create this cube
on the first part. I have my first part here, and just below, we will
craft the cube also. Below we can create
a cube, just here. What I will enter for this cube, I will enter another wide. For the wide, we will
focus with a value of 20 for the DPT, we will focus with a
value of let's put 80, and for the eight, we will focus with
a value of 40. If I just take a look,
I can just click here, so this cube will
appear on this area. Maybe I can invert the value because here we have 80,
so it's pretty good. But on this area, here, I can invert the value for 40 and the value for
20. Yes, I prefer. Now, it was good
about the direction. Let's come back with 20 and
let's come back with 40. I just need to c a translation. For the translation, I will
go on this area, translate. L et's translate on the x axis. Let's put a value
of here we have 60. Can put a value
of 60 definitely. Y axis, I will focus with a value of 20 and on the z axis. I will focus with a value directly I will put
if I just take a look here, can focus first
with a value of 12. If I take a look about
this translation, the translation is located here. I think it's pretty good, but it's not enough
for this axis. Let's increase 80. Yes, now the element
is located here. For this one, if
I change for ten, just on this area, I can have my render just here, and I think it's pretty good. Let's change also the value. I need to hear value of ten. I also need to cross
totals this area, and this is why on the y
axis, I need to change. If I put -20, instead, yes, now
it's pretty better. I can use the
difference features. First, on this area, just before the linear extrude, I can open this symbol
to crato groups, and after this linear extrude, it is the same, I can
close this symbol. Now just on the top, I can use one more
time difference. Parentheses parentheses,
open the symbols, and just at the end
here after the cube. I will define the symbols and we can create
all just like this. After that's it for the
creation of this part, so we use different
bolean operation and different type of
difference, as you can see. We can also take a look,
change the view on this area. Each time when you
create a difference, you have this render
about the color. It's definitely normal.
I can click here, deactivate this view and deactivate this view,
just like this. It takes a bit time at the beginning when to crat the polygons to have
the right position. Because on the axis, when
we craft the polygons, we crate the polygons
on the top view. This is why after when c the ex, we need to change
the different axis, and this is why it was.
45. Square modeling part 1: In this training, we
are going to craft square and to do
this type of work. We will start
directly with a cube. Let's go and craft a cube. Let's go to start
with this cube, and I will enter a
wide and I will craft wide value of Yes, I will enter a wide
with a value of 200 and I will enter a deep
with a value of 40, and I will enter eight with a value of four, just like that. After I will do
this type of work, Zoom little out just here. Something that I will do just
to go little out here and just validate the
view of this element. Just on this area,
I just need to invert this one and I
will craft my base. After that, I think it's pretty good, but
it's little long, I will maybe change a
little bit, my size. Just here, I wanted to
work with this value, but I think it's not enough, I will increase a little
bit with 50 here. After to do this work,
we will just center, so I will add on this
area center equal true, validate, and I will center
my element as you can see. Well craft a cylinder also. I can go on this area, craft a cylinder to use
the Mk of ski features. I will enter just H. I don't need to enter
H. I will just te two, radius number one, four,
radius number two, four, and I will craft
something like this. So our cylinder will
appear on this area. We don't see anymore, and I will use just the Minko of ski features, Minkoff ski, and I will open like
this and I will define my cube and my cylinder
inside the Minko of ski. Just like this. After to
do this type of work, I need to increase for the
Minko ski, I can go here, we have the cylinder,
and we can put dollar N equal and increase with the
value of 100 for this area. If it's not enough, we can increase little
bit with maybe eight and maybe eight on this area to do something
like this, perfect. After to do this
work, this will be our base. I can go here. I can take base just like this. After I we will add cylinder to create different
type of holes. I will create a
cylinder just here. And the edge of this
cylinder will be 40. The radius number
one will be four. We are going to start
with the value of four. Maybe we'll increase
a little bit after, and R two will be four. After I will show you that
we can add variable also. I will define my cylinder. The cylinder will appear here. I can increase with first, I can put center equal t, and I can also add dollar F N equal
under, just like this. After to do this type of work, as you can see, we four, maybe you can increase for
eight and eight just here, and I will change the position
with the translation. This is why we'll use translate. And I will open like this, and I will translate on the
x axis with a value of 20, and so we can go here and
translate with a value of 2080, y axis 20, axis zero. Y axis, we can start with
maybe a value of first ten, and Zaxs zero, just like that. I can put my
translation validate, and I think I inverted, just like this and validate. Now the element will
appears on this area. It's not enough for this value, we can focus on 14, just here. I think it's pretty good. Here on this area, we have 80. Maybe we can increase
a little bit with 90. And here we'll change also put 16 and on this
area, 84, perfect. It will be perfect for
this first position. Now I will select this
one and right click copy. G here, right click and pass. We're going to create
something like group one. I can go on this area. I will define just
group number one. Each time we'll translate
copy and past copy and past. We just need to
change the location. For example, here I
have 48 and we will put -16 to obtain this
render, as you can see. After for this one, I will change with another
value like 60, and we will have
this elements here. I think it's not enough, we can change maybe five, 54, just like this, or if it's too much, we can decrease 48. Let's put 48. On this area, will put also directly 48. And we have also
-16, just like this. Now let's repeat this
element in the order side. I can select the group
number one copy, and just go on this tape
the group number two. Here we are group number one, and we can tape the
group number two. I can here for this group. We can just open something to organize and we can open here, and we can close here to
have a better organization. Here it is the same,
I can open here, and I can also do this type of work to
have a better organization. Here we have the base,
so it's okay for that. Even if for the base
and the Mikovski, if we want, we can also
create some group here. On this area, we can also
create some group here. Thanks to that, we'll be able
to reduce at any moment. Now in the group number two, I just need to
invert the position. We have 84 and 60. Here I can tape -84. Here I can tape also -84, and -16 here, I can take -48, -48, and we will have the
element in the same way. I just need to put to
bolean operation and the bolean operation will be
on the top before the base. I will define difference. On this area, I will
take difference. What I will use, I will
open like this and I will define between this group that we have with the Minkovski, and the Oder one. I can do something like this. If I do like that, I will upturn my render. As you can see it's
pretty cod and perfect to create
this type of part.
46. Square modeling part 2: We are going to continue
with this project. To continue with this
with this project, we have the possibility to enter a variable to change
the size of the holes, as was explained before
for the variable. Totally on the top, we can add a variable. I can take variable just here, and this variable will be for the size of the
hole that we have. I can put a variable
size like this. On this area, size, I have the possibility
to change so we can go on each cylinder, and we have 48 and eight. Something that I can do is to
replace for something more simple and just to
define eight equal, and we can keep 40, and here we can take ir equal, and we will replace by radius. Here we will replace by radius. Variable sizer. I can put variable radius
here if we prefer, and I will replace
by variable radius. Now something that I can do
is to go and copy this one, and I need to replace each dimension of this
cylinder by this one. We need to ops. I think I make something wrong. I need to copy Yes,
just like that. I need to copy all this
element rightly copy, and I need to replace on each. I could do this
before, but I wanted first to craft this part and after to show you
how to work with the variable in detail.
I can put here. We just need to replace
each element by this value. As I explained, you
can do this before, but here it was
to focus first on the conceptions
and after to focus on the conceptions to
focus on the variable. So let just change each time I replace my different cylinder, and on this area, replace
my different cylinder. It's okay for that.
After to do this work, if you just activate a preview, as you can see
nothing will happen, you will have just a small hole. Now what I can do, I can
just tape radius equal, and I just enter the
value that I want. If I want a radius of ten, I can define a radius of ten, Sm cooln don't forget to
put a sum colon just here. As you can see, I will be
able to increase the radius. This is why it is
powerful to use the cube because you
can, for example, you want to print this model, so you can print with
a radius size of ten. Af after if you want to have
exactly the same thing, but only with a
different radius, you just need to
change one value. If I want four, I can change for four. If I want 12, I can change for 12. As you can see it's pretty
good, it's pretty fast. You just need to
change the value. But something powerful also is if I define a value of eight. I have the possibility to
only on one part to increase. For example, on my
group number two, I can put here radius
plus and it can be two. Here I can put radius
on this one plus two. I will obtain something
different for these two ones. It can be also radius here. I can put plus two, on this one, it can be also here
I can keep this one, but on the first one, just this writ can be plus two, and here it can be plus two. You just need to change your
data and you can obtain something like this for
your square as you can see. It is something
extremely powerful. After that, I can just see, let's take a glance
about the render of our element.
Here is the render. You can deactivate this view, and this is our part. If yes, I want to
have the same size, I can also remove radius here, remove radius here, and
we can remove the radius here and the plus radius here to come back
with this value. Now I can go in this area. We have eight, I
think it's pretty good that we can
change if we need.
47. Plot modeling part 1: In this training, we are
going to create a plot, and it's going to be interesting because first we
will create a base and after we create
element around this base. First things to do
to create this plot, I will create a first cylinder. I will go on this area and
I will create a cylnder, with eight, and I will
define eight of ten, and then radius number
one with value of 80, and a radius number two
with a value of 80. And after that, I can put a. I'm not going
to apply Center, but I will add subdivision. So after Koa will
add dollar Fn equal, and I will put a value of 120. I can zoom little out and just
start with this cylinder. After I will define a
second cylinder just below. I will go on this area,
we'll click on cylinder, and I will define
another dimensions. Ten, one more time on this area. But here we'll change
the size for 50 for the radius number one and 50
for the radius number two. Then bracket parenthesis, and
I will be able to translate this cylinder to put little bit on the top of the first
cylinder with translate. And we'll apply a
value of x ax zero, y ax zero, n z axis. I will change with value of 40. It's okay for that.
Let's take a look about the position of this
cylinder so 1050. We have then now a
second cylinder, and we need to put
a translation. Here, I don't see
anything because I forgot to change
he put to bracket. It's not going to work properly. So now if I just validate yes, it's okay, I have
my second cylinder. I will also change
for dollar F n equal, and we will put a value of 120. Perfect. Now I have
these two cylinder. Maybe it's little to hide. Let's just reduce
the value of 40 for, I would like to
link this two part. For this, we will use features. Totally on the top, I will create parentheses
and parentheses, open these symbols and just close these symbols
and just validate to create this type
of element perfect. Now something that
I would like to do is to craft all in the medel. First, I will create
an other cylinder. This cylinder, I will
put the g of 100. Radius number one, we
will put a value of 30, radius number to 30, and I will add center
equal true this time, center equal true, and at the same time dollar
Fn equal 120. It's okay for that. I
have this cylinder, I can zoom little ot
and just validate the render and we
can see the cylinder appearing on this area. Maybe I can increase and
it will be the size, 140. Not for the number of subdivision
just here on this area, 120, it will be pretty good. If you just want to cross to just to see
better the render, I can put 150, and I want to
create a hole in the midle. To create a hole in the madels, I can go just on the top. And I will add deference. After I will open
the parentheses, close the parentheses
one more time, and use the symbols, I will go at the end
and use the symbol, also, and if I just validate, I can craft my hole in the dels. Now let's just talk
about the organization and the organization will
be just my part number one. I can take my part
number one just here. It's okay for this first part. After I will craft another
element and this element will repeat around this base. It's okay for this part.
48. Plot modeling part 2: We are going to continue with
the creation of this plot. Something that I will do
is to go on this area and we will take part number two. I will focus on a square
and a circle and after I will use features because I want to create rounded corners, but only one rounded corners. First, let's create a square. And this square, the
wide will be 200, the eight will be 100. I will complete by I
want center equal true. It's going to be okay.
And I will just validate. Now I need to translate
this element. I can take translate, and after to use the
translate value, I will focus on the x axis, and first I will put at 100. After on the y axis
zero and z axis, zero also. It's okay for that. Let's take a look
about this square. First, I need to
translate this element. Element will appear
in this area. I need to come back to my axis. As you can see it's too much. Something that we
will do is to reduce. I think I will add
a center equal. It's going to be p better
for what I want to do. I will add center
equal just like this. After to do this work, I
will also change the value. Let's tap 201st, little to merge let tap 240 and arrive
around this area. Perfect. After to do
this type of work, I will increase lit
this value with 40. I will craft a circle
just on the right. To craft this circle, I can just go below
and I will add cs I will define a radius for this circle,
the radius will be 20. I will craft the translation. I can use this translation, copy this translation, and
just pass the translation. I will put the translation at
400 to start on the x axis, and my circle is located here. It just little too much, we can dice little bit. Let's try your value of 280, and it's going to be good
for what I want to do. Now what I will do is to
link these two parts. For this, we can
use one more time the ll feature. I
can go in this area. I can take ll and s,
parentheses parentheses, open the symbols and close these symbols here and validate
and we can use features. Now, just on the top
of the ll features, I want to craton extrusion. I will use the linear
extrude linear extrude, and I will define a value of ten for this linear extrusions, and I will just validate. Now what I will do
it to add a cylinder to craft all in this area. But first, if I
zoom a little bit, as you can see, we don't have
enough subdivision here. Something that I can
do is to click on the circles and add
the dollar F N equal, and we will use 121 more time. Now we have a Peter subdivision. I will craft another
cylinder just below. First, before the
linear trudge here, we can crate a group, so I will use these symbols, and just at the end, here I will use this symbol, and after that, I can
crate my cylinder. Let's define a new cylinder
with a H value of 40. Then we will use
another value of 12 and another value of 12. 40, 12, and 12. Semiclumn, and I will
translate this element. I can just click
this translation here and right click
copies the translation, right click and pass
the translation. Here we have 380. Maybe I can reduce a
little bit more for 340, and I can add on
this area center. Equal true and dollar f
n equal 121 more times. So let's click here, and as you can see the cylinder
appearing on this area. I want the cylinder a little
bit more on the right, so it means here, so I
can increase the value. Let's put normally if I put 280, yes, the location
will be perfect. Now I need to subtract
the cylinder from the cube from from this entity. For this, I can use The difference features.
First things to do, here it is to create
something like a group. I will use this symbol and
I will close this symbol. Now just before the
linear extrude, I can use the
difference feature, but you need to put this just
before the linear extrude after to use this symbol and
to close with this symbol. I can use difference. Parenthesis parenthesis, open
the symbol one more time. I go totally at the end and
close again with this symbol. Now I can validate and I
can create my difference. Now, totally on the top
just before the difference, I can create a translation to translate all all
the elements below, and this is the reason for which I will use
for my translation. I will focus on the
axis with minus. I will put minus I think
-80 will be pretty good, zero on the y axis, and zero on the Zaxs. After to do this
work, I can just validate and we can drag
and move the element as you can see on this
area. That's it. This is how to focus. We have this element.
Something interesting we'll be able to adjust. If it is too long, we can also make
some transformation. If I put Minus 1100 here, maybe it will be pretty good, we have still the element inside without any problem and it's
going to work properly. Let's focus for example, with 180, -100. It's okay. Now we have this element, and I would like to
rotate this element. How to do this. First,
before the translation, we need to create a
group one more time. I need to use this symbol and to have inside this symbol
all the element just below, and I need one more time
to close the symbol. It's extremely
important to understand the structure when you use this symbol to create
complete groups. Now I have all this
element, as you can see, all this element, and I can apply transformation
on all this element. How to do this. I will use the rotate features to
turn around the Z axis. First type rotate, and
on the rotate features, I will focus on the x axis at zero on the y axis at
zero and on the Zaxis, I need to apply value. I need to define a word. What words I will use, we will define repeat. I will close my bracket colon, I will close my
bracket parentheses, and just before the rotate, we need to add a condition now. I will use four parentheses, and I will define repeat. As explained before, in the different
features that we learn. I use repeat equal and I need to open this bracket
and I need to define the start to
increment at the end. The start point will be at zero. Then the increment in my case, will be 45 because I
want to have eight t, and the final will be at 360
to make a complete term. I will close this bracket and we can do
something like this. Now if I Zoom little I would, we can repeat this element all around eight times when
I click here. That's it. That's perfect. Take a
glance about the sickness, it matched perfectly here. Something that we can do after if I want to
change the number, I just need to change
this value here. If for example, I define 60, I will have less entity
like six entity. If I define 30, I will have more. Just like this. This is why it is extremely powerful to use the code because just changing
one value in this case, you can for example,
have your models, you change one well
value and you can create a transformation
and adjustment for, for example, more
element a round, you just need to change
one features here. In my case, let's
put for example 45. That's it, this is how we
have created this element. We have created the
structure with two parts. This is a part number
one just here, and we have the part
number two just here also. Now, some thing that I
will do, is to click here. We can deactivate the view of
the grid. I can also work. This is the orthogonal
view, as you can see, and this is the
perspective view. Very interesting training to see some features like the features, difference features,
linear extrate features, how to create primitive shapes, create translation also on this training. Okay.