Transcripts
1. Introduction: Hi and welcome to DCO. In this video, I'll be
sharing with you how to create these cabinets, which include cabinets,
doors, countertop, toe kick. Also the gap or the
overhead cabinets, which will be detailing the same way that
we did down here. At the end, I go ahead and create the dimensions this way when we
change the design, we can see the updates
here visually. And so I'll be going
over all the steps. The things that you'll learn
here are not just useful for furniture or kitchen design, they can be useful for
many other designs. I'll be sharing how the
program works by walking through all of the
steps in detail. This way you can understand
how it all functions. The program is a little
bit intimidating at first if you've
never used it. But once you get
used to it, you'll see how important it is to understand it and how you can
use it to your advantage. I'll also be sharing the
script so you have it by your side as we move
through the exercise. This way you can always reference
back to what I'm doing. So hopefully you're excited about getting started
with Grasshopper. And let's jump right in.
2. Base Form: First thing we need to do is figure out what units
we're working with. So I'll type in units and we want to be working
with inches or whatever units you are used
to creating furniture with. So I'll use inches, feet and inches or
decimal should be okay. Now we can start by
creating a line segment. That's going to be
the line segment that is going to be the
length of the kitchen. So what I'll do here is double-click and
bring it up point. So we'll go here to
construct point. And I will take that and move route it through
a point component. When you type in point, it
brings in a point component. Now at this point and we
can take, and we can move, bringing a mood
component and we'll be moving it in the x-direction. So I'll take that point, plug that into the geometry
and into the motion. I'll plug in an x unit x. Then I'll give it a value. I'll say 120, which technically
would be ten feet long. So the reason why
we create this, that will be the line
segment that we'll be using to reference
the overall length. So now take this
and create a line. I'll be using the create a
line between two points. And we'll start with the
first, the start point. And then we'll use
the geometry that we moved in the x-direction
as our endpoint. Now with this, we have the start of what we want
or that cabinets. It will take this and I
will automatically extrude this line two in
the y direction. So I'll go here to extrude this line in the,
in the y-direction. And it's going to be positive y. And a guide myself using this
widget to see which way x, y, and z we have referenced in here and we can
use y positive. So we'll plug that into the direction and
bring in a value, I'll say 24, or the
depth of the cabinets. This references the base of where they're
going to be created. Now, we're going to
move on to creating the subdivisions inside of
here to take the surface. And rather than creating
one big cabinet, will be creating
a series of them, 1234 separate cabinets. You can also go here and change the name of the slider. So I'll
right-click on it. It says factor. Now, I'll like to do it in caps. I'll go here to length. And then here we'll go to depth. Next we'll be taking
this point and moving it here to the right, which would be positive x. So we'll go here and move
this down a little bit. Now we'll bring in a,
another move component and plug in the point
into the geometry. And the motion will go unit x. And we'll give it a value of 24. This is going to be
space one or this first. Then we'll take this
and we will move that again along the X. The whole thing is that we
already have this beaded here. So I can slide it down, tap Alt, it creates a copy. Now we can plug in the
geometry into this geometry. Now we've created
the second space. Next, This, doing
that one more time. So we'll take this and
move it here one more. This is going to be
the third space. And then whatever
slept over between this and the one that we
moved all the way to the end. That we need a lag
component because here we have 243030
will go here to 366. Now here at the end, we
don t know that link. So we need to figure
that out by creating a And do distance between this point and this last point. And to see the value, I'll go to quotation
marks Enter. And now we have here the
gap for the last bit. And what makes it
symmetrical is having two cabinets at the end that have the same
size and then the two in the middle that
had the same size. So let's change that. We'll go here to. What makes it symmetrical is if it's ten feet, then we can figure out
an even subdivision. We can plug that in here. So one of the ways that
we can get it even as 3636 in the middle in to
24-inch cabinets at the end. Now we'll be taking
these three points and moving them to split. This surface will be creating a line segment between this one, this one, this one that will
be moved in the y direction. So we'll go here to move, will be moving this point. The motion for the y, we already have that here. So we have 24 inches
in the y, the depth. And now we need to do that to this point, this
one in this point. We will take this
and copy it three times or two more times. And plug this one, this one and this one,
those three points. Now we can create a line segment between those who
will go here to line and start from the
start point to the endpoint. Make a copy and do
the same thing from the start point, the end point. And lastly, we have these three go here to surface. Now we can plug in all
of those curves into the curve input and
split the surface. And we had excreted
in the y-direction. Disabled the preview here and disable the
preview on these. But you can see
that this actually contains four different
surfaces that we have split. And here we can also
add at the end. If it's not one-to-one. You can keep adding to
the overall length. So what happens is
with this design, we're starting here on the left and making our way to the right. We can also start in the middle and make
our way to the left. But that would be
taking a bit of a different approach with
the way we take this design. Now with this, we
have the basics of what we need
for the cabinets. Then we're going to
need to Harlow them out and do a few other things.
3. Base Cabinets and Countertop: So let's move on to those. Now. Let's take these fragments
and will be extruding them to the cabinet
height will go here. We'll bring in an
extrude component. Then a unit seen. This way, we can take those fragments, extrude
them vertically. Now go unit Z and
type in the height. Go to 36 inches for the height. Now we can disable the
preview on the fragments. Next we're going
to create the top. Now the top, we
technically already have this surface down
here that we can move up that same height. So we'll go here to move and
will be moving this surface. The motion is going to be
Z, are the same height. But what happens here is that
the top of the cabinets, I want it to be at 36 inches. So what we'll do here is
we'll take this and go to extrude this surface. In which direction? The z-direction. And I want
the top to be two inches. Bring in a slider of
two in the z direction. And we have this up, we're extruded it up. What happens though is
that it's 36 inches to here plus two, making it 38. To fix that, all
we need to do is subtract this value
from the top. And we can take
care of that issue. We'll go here to subtract or subtraction and we'll
go 36 inches minus 234. It. Now we're going
to extrude the top, 232 plus an additional
from here up two inches, which creates the top. And so this is the
way that we can pick the height, the top, and subtract down
the table top height or the countertop height. So we'll go here to,
to, now go here to 36. And we'll change
the name of this. We will call this counter. This is going to be
top height countertop. Next thing we'll do is by
taking this line here, we're going to extrude it up and basically in the z-direction and then in the y-direction
to create the toe kick. And that's so you don't bump your toes on the cabinets when you're walking past
them or when you're working on the countertop. But we'll take this
line, extrude. This line in which direction? In the z direction
actor will go to 4.5. Now be taking this, so this is Tokyo K. Next will be
extruding this again. So we can technically take
this app Alt, make a copy. But we're going to be extruding
this in the y-direction. So copy this down. Tap out. And we'll be using a Y number here TO kick depth. Go here to three. And that's typically the
dimensions that you do, something like four
tall and three deep. I'll disable the
preview on these. And now we can take the
overall countertop. The counters. We can
use a solid difference, which will take this. The solids which
are the cabinets, will go into bureau reps a
and this solid into B reps V. Now, if we leave this on,
there'll be overlapping. So we need to disable
the preview to see how this reacts to that. We're still previewing
some of these things. Hey, cool. So I think that's
starting to look more like a subdivided
set of cabinets. Let's move those things around.
4. Doors and Countertop Overhang: Now we need to go back to that original line that
creates that overall segment. And we're going to extrude it a plugin that line into the
base geometry for extrusion. Then here we actually
want to extrude it up to this height. That's going to be 36 minus two. That gives us the height to
that, to the countertop. Or too bright. Before we
get to the countertop, we can take this
and intersect it with this surface,
intersects with these. We'll go here to
the intersect tab at the top, physical
Europe directly. Now, we can plug
in both of those. Overlapping is what we get
as a result, we get a curve. What's cool about this
is that we can take this curve and we
can now upset it. To create the inside opening. Disable the preview
on this extrusion. I'll take that and
I'll offset it. A little offset curve. A good negative because it's
offsetting to the outside. And I'll give it the value
of the material thickness. So I'll do 0.751.75. Now we need to take these
and turn them into surfaces. So good a boundary surfaces. Now we can extrude
them all the way to the back minus the
material thickness. So I'll go to extrude. In which direction will
it's going to be in the y-direction by the depth right here, minus the material thickness. That's this. And when you double-click
on the wire, it creates a relay,
which makes it easy. This is a y vector. We actually want
to do an addition. We'll do the depth of this. Sorry about that. A subtraction. So 24 minus minus immaterial in
the y-direction, which then subtracts this, the backing part of it. And if you want it to
be a different value, well, this is where we would
subtract a specific number. So rather than 1.4 to 0.25, and it will leave
0.25 in the back. This is now we can take those solids, disabled the preview
on everything else, and subtract it from
the overall cabinets. So do the reps a and then B reps B is
going to be this one. Now, do you see how
it has dashed line? Well, that means
that it's grafted to technically we need to flatten it so it does
them all at once. Otherwise, it's
going to double up how many times it does
it to all of them. We'll go here to
disabled preview. And now we have our cabinets. Now, what I'd like to do here
is just middle click, ache. Let's take a look
here in shaded mode. That's working pretty
clean. Delete that. Now let's go back
to our design here. And what I'll be doing is
bringing back this polyline. And with that polyline
will be subdividing and creating the doors for these
cabinets will take those. And technically, we need
to do is take this. And so it's not
right at that edge. We need to offset
it to the outside. So we'll go here to offset. And technically you
want it to offset less than the material, otherwise, it's
going to overlap. We'll go here to 1.5, which
will be too much, you'll see. Then we need to back it
down a little bit here. Now we can turn this
into boundary surfaces, which means that we've created
a surface in front of it. And now we can extrude
it in the y direction. Let's give it a value here. Now that we have those doors, one of the details
I'd like to add is the countertop overhang. So what happens
is when we create a top from that base surface, it is right to the face of it. And sometimes it just doesn't look as clean as
having an overhang. And typically that is what
you see on countertops, is a bit of an overhang, not just to cover this,
but also for installation. It looks a lot nicer and you
can kind of create a lip or the countertop.
So let's do that. Let's take, I'm going to
be taking the approach of deconstructing this and extruding this in the
negative y-direction. So I can pick a specific
overhang amount. What I'll do is I'll go back
to this extrusion or go to deconstruct Europe faces. I'll go to item or list item and pick
one of the phases. Now, by default, the face
that if pigs with index 0, it's going to be the bottom one. I'll change that by I'll go to five and change this around. Now I happened to
be that five is actually the top
one, which is great. But it's actually, we
don't want to pick that. I'm made that mistake. It is actually this front one, which is for now I will disable the preview on
the deconstruct be rep, so it's not overlapping. And we can take this and
extrude it. In which direction? Negative y. So I'll go
here to y negative. I'll just copy this
that's right down here. Why negative? Then in that direction. Now it's extruding
this little bit. Let's do here, or depth or offset. And this is going
to be counter up overhang. Here's one thing about
this is when I'm doing list item and I know
it's not going to change. I know it's going to be four. I'll take this, delete it, and it's going to mess
it up for a second. Now if you go here to
index set integer, set integer to four. This way it always
selects that one. Now I can disable
the preview here. And we see that we
have these two. We have this and we have this done now to make join them and have
them look really clean. Let's organize this. We're going to do union, solid union and join this solid. With this solid.
Disable the preview. Then disabled preview here. Now merge all co-planar faces. But I'll take this
one, flatten it. So it comes in in one list. Here. Let's say, it
says one close B-Raf. When we plug that into merge all edges or
complaint our faces, it cleans up that edge
and makes it look nice. So now we can use this, the one inch overhang. We can say two. Or we can even go to
something like ten, which would be more of bar seating or
something like that. Though, that concludes
that portion. Let's see here. Now that we've created
the space cabinets, a lot of these techniques
that we've learned in this lesson can be used for
many different designs. Not even cabinets. It could be other designs for, let's say, buildings
and things like that.
5. Overhead Cabinets: Well, we're going to be
doing now is creating the overhead cabinets
that go right above this. A lot of the techniques will be the same as the ones
that we use down here. But I want to show you from beginning to
end how to create those. So let's take the original
fragmented segments, which are these down here. And we're going to be moving them up to the
countertop height. We see here counter height 36. But moved out here. Now if I want to add a gap, we need to do an addition. So we have the counter height. We're going to do a
plus for an addition. Do 36 plus 18. Use that as a z vector. Overhead cabinet height. Now take these and
extrude them up. What happens here is that
we actually don't want them to be the same length, we want them to be less. So what we need
to do is actually create the overall form
first and then subtract it. Or there are different
approaches that we could take. So I'm trying to
think of which one's going to be the best
one for this one. I think just extruding this up, then creating a solid that intersects with how deep
we want them to be. The reason why is
because we already have these base forms and
that's going to be the best approach to
Read the ones up here. So we'll take those
and we'll go to extrude in the z-direction. By 36. There's too deep. What we need to do is go
back to this original line. We're going to move it back
24 and up the same amount. So let's go here to
a move component. Will move this in depth, going to be in the positive y. Now we'll take this and move it up by 36 plus so 20 here. We basically moved it up
to that same location. Now we can take
this and extruded. Extruded here in the
negative y direction, the amount that we
want that to be. So we'll go here to extrude. The negative y-direction,
will say 16 inches. So what happens is we had moved this up
and also this one. So rather than extruding
this entire thing up, we're going to undo that. And you'll see here, because now we have these
two overlapping. We can go to an intersect tab
and go to B-Raf with B-Raf. And do that again
where we actually get the resulting curve
between those two. Now we can turn
those into services. So here are two surfaces. Surfaces. And use that
as what we extrude. Because I was going to be
using a solid union or, or a solid difference or
a solid intersection. And I feel like this
is a better approach. So I'll disable the preview
here and you'll see that. Now. We've basically taken care
of the overhead cabinets. Now the only thing
that we haven't done is create the doors. There will be taking the
same approach as what we did down here and be
doing it up here. So what I'll do is
I'll go back to this line and move
it in. The negative. Y will go to move. We have here at negative
y by the same amount. So we can use that same value. Now we can take this and
extrude it up the same height. Now we'll go here to
intersect or be wrapped. So the easiest way to find
that it's going to be, I was trying to
find it here when I double-click and
type in Birra, Birra, but it doesn't show up. You have to go to the tabs, intersect physical
and then B-Raf, which means where
they intersect, we would get a polyline. Now I can disable
the premium that the technically what we need to do is the same thing
that we did down here, which is take this line of logic and copy it over, right? Because we already have that,
but we can do it again. So without confusing us by copying all of this over
which you technically can, we now take this and
go to offset curve. We're going to offset this. Well, we know it's
to the inside, so it has to be offset
by this amount. Now I will disable the
preview on this one. Then we can take this and turn it into a boundary surface. So turn it into a service. Because you can see we're kinda doing the same thing here. Then we're going to extrude it in the y-direction. But as you can see, it's
actually the wrong depth. We actually have to
create a new vector, has to be the backer,
which is fine. We'll do subtract
from the minus sign. Subtract this amount
from the overall depth, which here is not
the overall length. It's actually here. These are the overhead
cabinet height and the depth, but we will be using this
value 19 minus to five. And extruding this by that much. Which now, if we bring back our cabinets, now we can use that and
subtract it from solids. So we'll go here to difference. Solid difference. Use your abs a minus b reps B. Just like before, we want
to flatten the input here. And now we've taken care
of the overhead cabinets, just like we did down here. Okay. Now we can create
the door, right? Because the door all it is is taking this an
offsetting it here. So we'll take all
of this and now I'll show you that we
can copy this over. Use this curve. Now, the door depth and
all things are the same. Oh, for overhead. And then here. So the cool thing about this is if we
go back to our logic here and we move this to 120, we have all of these updating change spacing here. Probably doing is
disabling the preview on This fragmented portion. That's what it is. Okay.
6. Dimensions: Now, lastly, we'll be
creating dimensions between all of these
points so you can visually see the spacing
in between them. And that way it's a lot
easier than having to go back to the sliders and kinda
figure out what you did. So we'll be doing
that right now. We need to go back to the
points that we created. Going back to this one, which is the first, I'll
do Control G to group it. Then I'll move it on to
this one, Control G, and so on until I have
all of the points here. The reason why is because
when we go here to a dimension or a
linear dimension, it's going to ask
us for two things, align point a and point B. So let me show you a
trick that I like to use. If this is the first
and this the second. Here, we'll create a
line between those two. The point a or point, point B, this one. Now hear from those two. Technically we can go back
and select those points. But if we just go
here to end point, will be able to go to
this line from that, plug that line into
the line input for the linear dimension. And then start and
end point here. Now this line, we have it here, but we can also move it out. And I would actually
do that for this one. So let me show you creating a line segment between the
first one and the last one. And this line, I'll actually
move it in the negative y. So I'll go to Move Why?
And then negative. Now we'll be moving
this back by. We'll just say 2.5 or more. Now we can use that line and
plug it in again into this. So this is going to be
creating our dimension. I'll be copying it up here to create the overall dimension. We'll use this line
segment as the line input. Delete this one. And so that
creates this dimension. And if we disable the
preview on the line, it won't overlap with
that. That's cool. And now it keeps this
one in a separate row. We can disable the preview
on this and disabled the preview on the overall line. The other thing is we could
move it out if we want. And that will also make sure that we
don't have this kind of line overlapping. So maybe that's
something else we can do is move it in the y-direction. Weiss will go here. This one. I'll do a plus. We'll move this line. This is twice as much, so we'll actually be
using this one down here. This one here. It's moving this twice out
and then this one just here. Now we can use this
line and this line. And if they're both
going into one, if we can actually
do something like this and disable the
preview on this one. And so that takes care of, Let's clean this up. That they both go into one. I'll create a relay and
simplify it this way. Next, let's create the
next line segment. Because now we can
progressively keep adding them. So create a copy down here. This way we can add
the next point, just this one as start point a. And point B is going
to be this one. Copy this down and do it again. Point a and point. Lastly, it's going
to be this one. And this one that we move
all the way to the end. Copy this one more time, and disable the preview
on everything else. Now, we have the
dimensions twenty four, thirty six, thirty six, twenty four, and
the overall one. And if we wanted to play around
with the dimension size, we can go to text size and change the height
of the overall. And down here, do the same. I'll disable the
preview on these. If we want the spacing
to be different. This is where we created this. We can change the
spacing in-between them, 120 and then do
something like that. I'm just cleaning some of
these things up so we can see how all of this
plugs in together. And I'm missing one. That concludes the tutorial. If you have any questions, make sure to let me know. Hopefully you found that useful. Thank you very much for being here and I hope to
see you next time.